Maes
I like big butts!

Posts: 8661
Registered: 07-06 |
THings like weapon/ammo/health/armor balance may change balance drastically.
Yeah, there are a lot of slaughter maps that pit you vs literally several 1000s of monsters at once, but:
- Most of them die in infighting, instead of focusing on you. Even if they ALL did focus on you, you can only be attacked by so many monsters at once, even at a distance.
- You are usually given a BFG and invuln sphere right off the bad in such spheres.
- Often such maps have large, open spaces and beating them involves wading through hordes with the BFG and just running for the exit ASAP, or from one invuln sphere/ammo cache to the next. You don't have to keep in the mid of a fray all the time.
On the opposite, some pretty normal maps with just a handful of monsters may cause you to die time and again because of subtleties such as:
- Not giving you any armor until late. This can make a LOT of difference: a single imp can burn up to 22 HP off you if unarmored, and make short work of you in 3 seconds if it gets in melee range.
- Not giving you "powerful" weapons for a while. This may mean not giving you anything more powerful than a SG/CG until the mid of the level.
- Forcing you into small corridors and then trapping you between e.g. Knights or Revenants. At such close ranges, single-hit deaths are common, even with mid-to-high health (a revenant fireball has the highest damage of all single standard projectyles, up to 80HP). One mistake and you're dead with no possibility of dodging.
- Forcing you to play a tightly timing-based and ammo conservation-based game, where a single mistake can leave you open to a quick death/practically weaponless.
The latter kind of maps can be much more frustrating than the former, IMO.
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