Перейти к содержимому

Cultic | Extreme Difficulty 100% no death | I'll be Home for Cultmast

Remonade

0:00 / 0:00

Cultic | Extreme Difficulty 100% no death | I'll be Home for Cultmast

877 просмотров · 8 месяцев назад
Remonade
544 подписчика
877 просмотров · 8 месяцев назад
would you look at that? a good level. for once. see how much better the pacing is? how dense the content is? you can really see all the 2 years worth of effort were putting in here. i wish you'd do the same in E2 by cut half of the shitty horror sections. i will not going to compliment much about this level, because it's just 70% blood 1 levels. and blood 1 levels are already good. if anything i want to say is going to be, about the false narrative that people are spreading about the "boomer shooters are always like this." to protect shitty E2's levels. that is not true, at all. blood 1, duke, shadow warriorOG, quake, doom 1, 70% of doom 2 maps(i am being generous here, most of them are bad.), ROTT, even RE1OG/remaster,RE2,3OG are linear in nature. and blood 1 is one of the most linear boomer shooter in its era. they have a maze-like and confusing layout when you are open the auto-map, yes. but the flow of the map in each level is very linear and straightforward while you are actually playing it. remember that, back then, there's no guide. at least not as accessible as today. game designers have to be creative. you will organically know how to progress, because the level designers have something called common sense, on how to show player a problem that they have to deal with. the map designer will throw the locked door in front of you first or putting a rotating laser, like this level in video. to let player know what you are suppose to do without the need to open auto-map. then give you a key later on. same to doom 1 and 2 and any boomer shooter that is not hexen 1(and even in hexen, it just the first hub. the later parts are not really that hard to navigate as many make it out to be. still hate that game though.). even a fucking RE2DEmake did it with blue and green door the first 10 minutes you're in the RPD after the shitty intro in A route. they throw problem at you first, and then you will find the solution later. this is one way to tell players what to do, without shoving them to wiki gaming locker. then let's see that shitty fairgrounds level. need to lower the bridge in the middle part of the map, but if you're not go to straight to that place first, you would not know. and even if you did, making cultist shoot grenades at you while you are there just making it worse. i know some players are ignore the bridge part, shoot the GL guy and moving on, because they thought the bridge is just the background. the objective of the fucking map looked like a background, just from one, terrible enemy placement that diverting player's attention. that's how bad that level is. and making everything in the map bright also worsen the already terrible designed map, because there's no point of focus, and make every places you go feels the same. and when you happens to flip a switch in some places, you do not know what it does at all. because nothing in the map changes aside from enemy spawn. it indicating that you're doing something right. but not telling you what it is the right thing you did. nothing changes in the map itself. E2M11 is what E2M7 suppose to be, because they flooded the door that you need to progress the moment you are there. so you know what to do the instant you are in to the map. where's that same mindset in E2M7? but then, why did you have to fuck that level up by putting an out-of-place horror section in the middle of the level for no reason? even E2M10 has a better explanation that you need to put 3 skulls on the pedestal in the middle. and i hated that level because of the shitty enemy placement and how much it disrupt the pacing of the game, not about the level design itself. i am a little bit off topic about boomer shooter when i bringing RE up, but the point is: in old games that made map with maze-like design, are not exactly a confusing mess as people made it out to be. it organically explained through gameplay. just because the dev put a shitty sign & notes on the map, does not mean all the terrible design in the level would simply goes away. map still flows terribly, bad utilizing on lighting, uninteresting point of interest, no sense of direction, unclear explanation on how to progress. it just a flat big empty map. something you would see from a cheap unity or UE asset flip. it soulless designed, plain and simple. and when i say shit like this, i don't mean that i want a fucking yellow or white paint in the game, or someone telling me what to do like god of bore. don't think in such a black and white manner like that. there's a balance to it, and chapter 1 did that really well. and chapter 2 fucked it all up because these fucking hacks are taking "inspiration" from the worst game of all time, RE4shitmake. i know that i did tearing this game a little bit too much. but the overall quality is worse than E1 in every aspect. the fact that dev is just doing a very half ass job and called it "fixed", is even more insulting. it's well deserved hate. anyway, happy new year.