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Anonymous /vr/11796348#11797135
6/13/2025, 12:28:07 AM
>>11797087
No I'm very comfortable criticizing this one. Most of the time I'm comfortable saying a frustration is due to a skill issue.

But theres some goofy shit.

I will take map 13 as an example.

Here, you flip a switch and the area lowers to open up Alien Troopers, an Archvile, and some Pinkies. By now you're conditioned to expect a floor trap quickly lowers the area or spawn things behind you or on the sides. So its a 50/50 on whether or not things get tight or stay a little open.

So I flip the switch and turn around quickly. Doing so prevents me from seeing the Archvile which is right behind the switch. As I try to process the newly changed area, I hear a variety of demon sounds and am suddenly on fire.

Looking to get some space I dip into a pinky corner, but I have the rocket launcher out because I guessed that it might not be a tight trap. This was wrong and I now have to spend time swapping to the SSG, while processing everything and being flanked by an Imp. As this happens, the Archie closes in on me with a large group of troopers. I clearly need to use rockets, and I do, but I'm also trying to maneuver away from a facerocket from the Imp. Which then leads me into the Hell Knight, and by now I've taken too much damage and lost too much space. So I die, and that kind of blows because it felt unfair.

I could've used the SSG from the beginning but its a coin toss at this point. To be fair, I could have gotten a secret that would've given me a Soul Sphere to buffer against it. But that's the only thing I see as totally my fault. (Even that is a stretch in my opinion).

I'm not saying by any means its a really tough trap, its not. But on a blind run, it feels awkward and unfair. The processing speed expected is too high, at least without a plasma rifle. Most traps are not like this, certainly not the well designed ones.

This one was really egregious, and while most of the traps I'm bitching about aren't as bad as this they have similar issues.