History ThatOneLevel / FirstPersonShooter

21st Aug '17 11:08:09 AM Kadorhal
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* ''VideoGame/{{Postal}} 2: Apocalypse Weekend'', the Military Base. Your ''entire inventory'' - guns, ammo, and items - is taken away at the start. This happens a few times throughout ''Postal 2'', the only mandatory time being at the Brewery on Wednesday, but in those cases, you can recover your whole inventory on your way out. Here, all that you can find are a few StandardFPSGuns. None of the interesting ''Postal'' weapons, save the weak throwing scissors, and a sledgehammer near the very end, which would be nice as it's normally a [[ChunkySalsaRule one-hit kill]]. However, the vast majority of the enemies are heavily armed and armored soldiers, and [[TheComputerIsACheatingBastard their helmets make them immune to the sledgehammer]]. Add to that the fact that there's very few health pickups, even less armor, and [[GameBreakingBug this is one of the most crash-tastic levels in an expansion that already has about a 45% chance of crashing just from trying to quicksave...]] it essentially becomes an exercise in [[SaveScumming saving and reloading until you get lucky enough for both you and your game to survive.]]

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* ''VideoGame/{{Postal}} 2: Apocalypse Weekend'', the Military Base. Your ''entire inventory'' - guns, ammo, and items - is taken away at the start. This happens a few times throughout ''Postal 2'', the only mandatory time being at the Brewery on Wednesday, but in those cases, you can recover your whole inventory on your way out. Here, all that you can find are a few StandardFPSGuns. None of the interesting ''Postal'' weapons, save the weak throwing scissors, and a sledgehammer near the very end, which would be nice as it's normally a [[ChunkySalsaRule one-hit kill]]. However, the vast majority of the enemies are heavily armed and armored soldiers, and [[TheComputerIsACheatingBastard their helmets make them immune to the sledgehammer]]. Add to that the fact that there's very few health pickups, pickups and even less armor, and on top of this having been [[GameBreakingBug this is one of the most crash-tastic levels in an expansion that already has had about a 45% chance of crashing just from trying to quicksave...]] it quicksave]] (thankfully, patches - almost a decade after the fact, though - have fixed this part). It's essentially becomes an exercise in [[SaveScumming saving and reloading until you get lucky enough for both you and your game to survive.]]
21st Aug '17 10:48:25 AM Kadorhal
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** The bloody roller coaster in Dark Carnival. You have to set a roller coaster running and go along the tracks while being endlessly swarmed by zombies for the entire trip. And God help you if you fall off, because in most cases you then have to go ''right back to the start'' to get back on. There's also a bit on a building site where you have to run a zig-zagging queue-rail type gauntlet with lots of insurmountable chicken-wire fence to get to the button to turn the alarm off (that's right, not a saferoom, but button to switch off the alarm - ''which doesn't even stop the horde'' until a solid minute afterwards). Insurmountable? Insurmountable to ''you''. Zombies can surmount it without any trouble whatsoever. And there are millions of them, and they infinitely respawn. [[YouBastard Thanks]], [[TheComputerIsACheatingBastard Director]]. Have fun.

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** The bloody roller coaster in Dark Carnival. You have to set a roller coaster running and go along the tracks while being endlessly swarmed by zombies for the entire trip. And God help you if you fall off, because in most cases you then have to go ''right back to the start'' to get back on. There's also a bit on a building site where you have to run a zig-zagging queue-rail type gauntlet with lots of insurmountable chicken-wire fence to get to the button to turn the alarm off (that's right, not a saferoom, but button to switch off the alarm - ''which doesn't even stop the horde'' until a solid minute afterwards). Insurmountable? off. Insurmountable to ''you''.''you'', that is. Zombies can surmount it without any trouble whatsoever. And there are millions of them, and they infinitely respawn. [[YouBastard Thanks]], respawn - even actually turning off the alarm seems pointless because ''they keep coming'' for a full damned minute afterwards regardless. [[TheComputerIsACheatingBastard Thanks, Director]]. Have fun.



*** The Parish also has an impound car lot in the 3rd map that is filled with cars with activated alarms. Naturally, your aim has to be spot on if you plan to shoot any infected or risk hitting a car. If you wind up triggering a car alarm here, it is likely during the fight, your bullets will hit ''another car'' and summon another horde after the one before it and it can get a lot worse if your teammates are trigger happy, bad shots, or panic easily (luckily survivor AI can't trigger alarms at all). This can lead to a huge chain reaction of several hordes bearing down on you. Smokers can yank you to an alarmed car (especially on the bridge above you where you can't see them), Jockeys can ride you into a car, and Chargers can ram you into a car. If a Tank shows up? Better hope you can dodge flying cars![[note]]The best part? You don't actually have to shoot the cars to trigger the alarm--sometimes just ''jumping on top of one of them'' is enough![[/note]]
** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogeneous environment (an endless stream of puke-green, as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement on top of A) regular Infected, [[TheComputerIsACheatingBastard as typical]], ''not'' being affected by it in the slightest, and B) the campaign's uncommon variety being able to ''hide'' in the water as they swarm you. But then there's the last part of Plantation, simply because the Director has the choice of throwing two Tanks at you. At once. On as low as Normal. Not fun. And because each map is very lengthy, suffering a restart means having to slog through the long map all over again. Even if your team is good, completion time can reach close to an hour whereas other campaigns can take up to 40 minutes on average.

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*** The Parish also has an impound car lot in the 3rd map that is filled with cars with activated alarms. Naturally, your aim has to be spot on if you plan to shoot any infected or risk hitting a car. car, and you have to watch your step so you don't touch the cars either. If you wind up triggering a car alarm here, it is likely during the fight, your bullets will hit ''another car'' and summon another horde after the one before it and it can get a lot worse if your teammates are trigger happy, bad shots, or panic easily (luckily survivor AI can't trigger alarms at all).all, even if they end up tap-dancing on top of one). This can lead to a huge chain reaction of several hordes bearing down on you. Smokers can yank you to an alarmed car (especially on the bridge above you where you can't see them), Jockeys can ride you into a car, and Chargers can ram you into a car. If a Tank shows up? Better hope you can dodge flying cars![[note]]The best part? You don't actually have to shoot the cars to trigger the alarm--sometimes just ''jumping on top of one of them'' is enough![[/note]]
cars!
** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogeneous environment (an endless stream of puke-green, as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement on top of A) regular Infected, [[TheComputerIsACheatingBastard as typical]], ''not'' being affected by it in the slightest, and B) the campaign's uncommon variety being able to ''hide'' in the water as they swarm you and cloud your vision with mud every time they hit you. But then there's the last part of Plantation, simply because the Director has the choice of throwing throws two Tanks at you. At once. On as low as Normal. Not fun. And because each map is very lengthy, suffering a restart means having to slog through the long map all over again. Even if your team is good, completion time can reach close to an hour whereas other campaigns can take up to 40 minutes on average.



** Death Toll and Dead Air, campaigns from the original ''VideoGame/Left4Dead'', had sections reworked for the port to ''Left 4 Dead 2''. More specifically, each of them had a "hold the line" section reworked into a mad dash for the saferoom through an endless swarm of infected ripping your face off. Death Toll, in particular, has a winding gauntlet about ''twice as long'' as the one in Barns. You can bet your bottom dollar that ThisIsGonnaSuck, even if you have a melee weapon.
* The Sacrifice finale in the first ''VideoGame/Left4Dead'' is a total pain, mainly in the actual sacrificing part. As 3 Tanks rush in to kill everyone, someone has to jump off the bridge and restart the generator. 9 times out of 10, a Smoker will yank the would be hero and is usually in a place where bots can't see the Smoker, leaving the player to die. The tenth time will usually have the Tank spawn right between you and the generator, where by virtue of being the only one on the ground you simply ''can't'' get around it. Not only bots will never sacrifice themselves, but if three survivors are killed (or all incapacitated on the bridge), it counts as a NonStandardGameOver for the last survivor alive. The same finale in the sequel is significantly easier due to the addition of melee weapons (making it faster and easier to cut through regular infected), bile bombs (to straight-up distract those infected if you don't have a melee weapon), and more special infected types meaning there won't necessarily be a Smoker in play to stop you.

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** Death Toll and Dead Air, campaigns from the original ''VideoGame/Left4Dead'', had sections reworked for the port to ''Left 4 Dead 2''. More specifically, each of them had a "hold the line" section which was reworked into a mad dash for the saferoom through an endless swarm of infected ripping your face off. Death Toll, in particular, has a winding gauntlet about ''twice as long'' as the one in Barns. You can bet your bottom dollar that ThisIsGonnaSuck, even if you have a melee weapon.
* The Sacrifice finale in the first ''VideoGame/Left4Dead'' ''Left 4 Dead'' is a total pain, mainly in the actual sacrificing part. As 3 Tanks rush in to kill everyone, someone has to jump off the bridge and restart the generator. 9 times out of 10, a Smoker will yank the would be hero and is hero, usually in to a place where bots their teammates can't see the Smoker, leaving the player to die. The tenth time will usually have the Tank spawn right between you and the generator, where by virtue of being the only one on the ground for it to chase after, you simply ''can't'' get around it.it, leaving you to be juggled to death against the nearest wall. Not only bots will never sacrifice themselves, but if three survivors are killed (or all incapacitated on the bridge), it counts as a NonStandardGameOver for the last survivor alive. The same finale in the sequel is significantly easier due to the addition of melee weapons (making it faster and easier to cut through the swarm of regular infected), bile bombs (to straight-up distract those infected if you don't have a melee weapon), and more special infected types meaning there won't necessarily be a Smoker in play to stop you.



* ''VideoGame/JediKnightIIJediOutcast'' has Nar Shaddaa, all of it. The previous mission, you just got back your lightsaber and force powers. So, does the game provide you with plenty of stormtroopers to cut loose on? Nope! Instead, you get a non-stop diet of snipers (the one non-explosive weapon in the game that ''you can't block with the lightsaber'') and grenade-throwers!
** Nar Shaddaa is no friendlier in the original ''Dark Forces.'' Just as many grenade-throwing Grans and about twice as many enemies armed with the Concussion Rifle - imagine a gun whose fire is like a grenade... but if you're caught ''anywhere'' in its blast radius, even at the very edge, you take full damage as if it had hit you right between the eyes. This very factor makes the weapon ''nearly useless to you,'' as you'll do more damage to yourself than your opponent if, unlike the Trandoshans, you ''don't'' happen to be standing way up on out-of-the-way platforms. Oh, and there are also areas where it's easy to fall eternally into space.

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* ''VideoGame/JediKnightIIJediOutcast'' has Nar Shaddaa, all of it. The previous mission, you just got back your lightsaber and force powers. So, does the game provide you with plenty of stormtroopers to cut loose on? Nope! Instead, you get a non-stop diet of snipers (the one non-explosive weapon in the game that ''you can't block with the lightsaber'') and grenade-throwers!
grenade-throwers! And a lot of jumping puzzles, too, because Nar Shaddaa means ''lots'' of places to fall a very long way.
** Nar Shaddaa is no friendlier in the original ''Dark Forces.'' Just as many grenade-throwing Grans and about twice as many enemies armed with the Concussion Rifle - imagine a gun whose fire is shots are like a grenade...grenades... but if you're caught ''anywhere'' in its blast radius, even at the very edge, you take full damage as if it had hit you right between the eyes. This very factor makes the weapon ''nearly useless to you,'' as you'll do more damage to yourself than your opponent if, unlike the Trandoshans, you ''don't'' happen to be standing way up on out-of-the-way platforms. Oh, and And, again, there are also areas where it's easy to fall eternally into space.



** The Rhen Var Ruins was horribly unbalanced. Basically it was set up as a small but multi-layered map. Doesn't sound so bad until you realize that Dark Troopers/Jet Troopers can simply use their jet packs to take over most of the map before the other side can even get there.
*** Rhen Var Harbor for the Alliance or Separatists. The map is just big enough that the Imperials and Republic can get their heavy AT-AT and AT-TE walkers, but not big enough that the Rebellion can get T-47 airspeeders, their only efficient defense against the AT-AT; they and the Separatists only get light vehicles, which are destroyed in one hit by the walkers' main weapons. Worse is that they function as mobile spawn points as well, which can pop out anti-vehicle troops to hit anything the AT-AT and AT-TE can't, and which ''respawn'' after a minute or so even if the opposing side somehow manages to destroy it.

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** The Rhen Var Ruins was horribly unbalanced. Basically it was set up as a small but multi-layered map. Doesn't sound so bad until you realize that Imperial Dark Troopers/Jet Troopers and Clone Jet Troopers can simply use their jet packs to take over most of the map before the other side can even get there.
*** Rhen Var Harbor for the Alliance or Separatists. The map is just big enough that the Imperials and Republic can get their heavy AT-AT and AT-TE walkers, but not big enough that the Rebellion can get T-47 airspeeders, their only efficient defense against the AT-AT; they and the Separatists only get light vehicles, which are destroyed in one hit by the walkers' main weapons. Worse is that they function as mobile spawn points as well, which can pop out anti-vehicle troops to hit anything the AT-AT and AT-TE can't, and which ''respawn'' after a minute or so even if the opposing side somehow manages to destroy it.



*** The ''Tantive IV'' mission. The corridor battle is a hell made of grenades, the AI is unable to recognize that it's safer ''not'' to join Vader's attack, and on top of all this the commander makes an extremely big deal about how you need Leia alive and lucid for her to be of any use - leading first-time players to believe there's some trick to beating her, only to realize after failing and having to do the entire mission over again that you just need to shoot her until she dies. That's not even getting into the fact that, if you play on Windows 7, Leia ''doesn't even spawn'', so you can't beat the level. To top it all off, in an ironic reversal from the situation in the movie, your Imperial reinforcements are extremely limited while the Rebels are free to pull an endless ZergRush. Enjoy.

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*** The ''Tantive IV'' mission. The corridor battle is a hell made of grenades, the AI is unable to recognize that it's safer ''not'' to join Vader's attack, and on top of all this the commander makes an extremely big deal about how you need Leia alive and lucid for her to be of any use - leading first-time players to believe there's some trick to beating her, only to realize after failing and having to do the entire mission over again that you just need to shoot her until she dies. That's not even getting into the fact that, if you play on Windows 7, Leia ''doesn't ''[[GameBreakingBug doesn't even spawn'', spawn]]'', so you can't beat the level. To top it all off, in an ironic reversal from the situation in the movie, your Imperial reinforcements are extremely limited while the Rebels are free to pull an endless ZergRush. Enjoy.



* ''VideoGame/{{Unreal|I}}''. The second visit to the Skaarj spaceship, just before fighting the Queen. This time around, the power has gone out, leaving you fighting nothing but Skaarj with shields and larvae in a cramped environment pitched in complete darkness. It doesn't help at all that, of course, ammo and medkits are extremely rare. If your upgraded, unlimited-ammo-but-scrappy-anyway laser pistol skills aren't top notch, expect to die a lot.

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* ''VideoGame/{{Unreal|I}}''. The second visit to the Skaarj spaceship, just before fighting the Queen. This time around, the power has gone out, leaving you fighting nothing but Skaarj with shields and larvae in a cramped environment pitched in complete darkness. It doesn't help at all that, of course, ammo and medkits are extremely rare. If your upgraded, unlimited-ammo-but-scrappy-anyway laser skills with the dispersion pistol skills aren't top notch, notch (and if you've skipped upgrades for it to turn it into something worth using), expect to die a lot.



** The worst part of it being that Xan likes to hide, making it a violent hide-and-go-seek. And a very fatal one if you fail to constantly look behind you. Made easier by Xan's constant spewing of taunts, though.
** Another offender, from the Deathmatch ladder, is [[CoolBoat DM-KGalleon]]. Intricate as hell, narrow passages, a lower floor where dodging is almost difficult, and with all kinds of obstacles. Combine it with the ladder rule of weapons not staying (this is, when someone picks up a weapon, everyone has to wait until it respawns to get it themselves) and your enemies being more focused on killing you than among themselves, and you have a hell of a level.
* ''VideoGame/UnrealTournament2004'' has [=HyperBlast2=] as one of its maps. It's a widened version of the original, meaning that you need to move a bit more to hunt down Malcolm, who never taunts you through the entire map. Even on the lowest difficulty setting, he will religiously pound your ass. [[spoiler:There's a catch, though: since the game computes throwing your opponents to world hazards such as the void as a kill for you, you can camp the Shock Rifle and Super Shield area, negating both of them to your enemy and getting relatively easy kills]].

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** The worst part of it being that Xan likes to hide, making it a violent hide-and-go-seek. And a very fatal one if you fail to constantly look behind you. Made easier by Xan's constant spewing of taunts, though.
though, even if the way the game handles them means you can't use them to locate him.
** Another offender, from the Deathmatch ladder, is [[CoolBoat DM-KGalleon]]. Intricate as hell, narrow passages, a lower floor where dodging is almost difficult, and with all kinds of obstacles. Combine it with the ladder rule of weapons not staying (this is, when someone picks up a weapon, everyone has to wait until it respawns to get it themselves) and your enemies being [[GangUpOnTheHuman more focused on killing you than among themselves, themselves]], and you have a hell of a level.
* ''VideoGame/UnrealTournament2004'' has [=HyperBlast2=] as one of its maps. It's a widened version of the original, meaning that you need to move a bit more to hunt down Malcolm, who never taunts you through the entire map. Even on the lowest difficulty setting, he will religiously pound your ass. [[spoiler:There's a catch, though: since the game computes throwing your opponents dying to world hazards such as the void count as a kill for you, you if they flew into it from one of your shots, you can camp the Shock Rifle and Super Shield area, negating both of them to your enemy and getting relatively easy kills]].
20th Aug '17 7:54:07 PM Kadorhal
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* ''VideoGame/HalfLife1'' has [[DisappointingLastLevel Xen]]. The whole crux of it. You just went through going through Black Mesa, fighting for your life against an alien invasion and a military clean up battalion. What are you treated with? Platformer hell. It's so widely disliked that the fan remake ''VideoGame/BlackMesa'' aimed to make Xen more bearable, but the level was simply not made yet since the developers were having trouble trying to make Xen stay true to its roots without frustrating players.

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* ''VideoGame/HalfLife1'' has [[DisappointingLastLevel Xen]]. The whole crux of it. You just went through going through Black Mesa, fighting for your life against an alien invasion and a military clean up battalion. What are you treated with? Platformer hell. It's so widely disliked that the fan remake ''VideoGame/BlackMesa'' aimed to make released without the Xen chapters, with the aim of making them more bearable, but bearable before releasing them later on - and more than five years on we're ''still'' waiting for them to release because the level was simply not made yet since the developers were devs are having trouble trying to make Xen stay staying true to its Xen's roots without frustrating players.keeping the frustration.



** Highway 17: Used to be fine, aside from the very unsatisfying Tau Cannon, but an attempt to update the game to the Orange Box Engine made the jeep handle like crap and be far too slow for certain events (Various jumps are made extremely difficult and playing chicken with the train is damn near impossible)

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** Highway 17: Used to be fine, aside from the very unsatisfying Tau Cannon, but an attempt to update the game to the Orange Box Engine made the jeep handle like crap and be far too slow for certain events (Various (various jumps are made extremely difficult and playing chicken with the train is damn near impossible)impossible).
5th Aug '17 1:04:27 PM ArJayKay
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** Its sequel, ''VideoGame/{{SWAT 4}}'', kept up the tradition with it's own ThatOneLevel: Mission 12, Old Granite Hotel. [[WebVideo/{{TheSpoonyExperiment}} Spoony]] had to bring his Let's Play to a halt in order to explain in detail just why it's so ridiculous. In short, domestic terrorists (again) have seized the top floors of a hotel that is currently being renovated. This time, the bastards have only planted 3 bombs. Four, if you coun one that you stumble across without effort. However, the other three bombs are in random places on the very top floor, and you have a MUCH tighter time limit (ten minutes) to find them. Once again, this might sound like a lot of time, but the mechanics of the game are working against you. There are a large amount of terrorists roaming the top floor, and they still have Improbable Aiming Skills. New to this game is locational damage, meaning that if you get shot once in a place that's not the torso, you've pretty much failed the mission. A leg shot means you can't move fast enough to disarm the bombs, an arm shot will make you wildly inaccurate, and head shots are of course instant death. You can send in your squadmates ahead of you, but not only do they take a great deal of time to breach a single door by themselves, they're likely to die without your support. But if you concentrate on helping them clear rooms, there's a good chance you won't find all the bombs in time! All this, plus there's an entire other floor to clear. On both floors, the terrorists are all hiding in ambush points with their guns pointed straight at your inevitable entryway, which brings us to the most noticeable issue with this level: The scoring system. While SWAT 3 also had awarded you points for taking in suspects alive and took points away for using deadly force unlawfully, in SWAT 4, you have to get a certain number of points to actually move past a level. This means that you can successfully disarm all the bombs, eliminate the enemy threat, and get sent back to the beginning of the mission because you shot someone with an assault rifle without giving away your position by shouting "Stop, police!" beforehand.

to:

** Its sequel, ''VideoGame/{{SWAT 4}}'', kept up the tradition with it's own ThatOneLevel: Mission 12, Old Granite Hotel. [[WebVideo/{{TheSpoonyExperiment}} Spoony]] had to bring his Let's Play to a halt in order to explain in detail just why it's so ridiculous. In short, domestic terrorists (again) have seized the top floors of a hotel that is currently being renovated. This time, the bastards have only planted 3 bombs. Four, if you coun count one that you stumble across without effort. However, the other three bombs are in random places on the very top floor, and you have a MUCH tighter time limit (ten minutes) to find them. Once again, this might sound like a lot of time, but the mechanics of the game are working against you. There are a large amount of terrorists roaming the top floor, and they still have Improbable Aiming Skills. New to this game is locational damage, meaning that if you get shot once in a place that's not the torso, you've pretty much failed the mission. A leg shot means you can't move fast enough to disarm the bombs, an arm shot will make you wildly inaccurate, and head shots are of course instant death. You can send in your squadmates ahead of you, but not only do they take a great deal of time to breach a single door by themselves, they're likely to die without your support. But if you concentrate on helping them clear rooms, there's a good chance you won't find all the bombs in time! All this, plus there's an entire other floor to clear. On both floors, the terrorists are all hiding in ambush points with their guns pointed straight at your inevitable entryway, which brings us to the most noticeable issue with this level: The scoring system. While SWAT 3 also had awarded you points for taking in suspects alive and took points away for using deadly force unlawfully, in SWAT 4, you have to get a certain number of points to actually move past a level. This means that you can successfully disarm all the bombs, eliminate the enemy threat, and get sent back to the beginning of the mission because you shot someone with an assault rifle without giving away your position by shouting "Stop, police!" beforehand.
5th Aug '17 1:04:20 PM ArJayKay
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** Its sequel, ''VideoGame/{{SWAT 4}}'', kept up the tradition with it's own ThatOneLevel: Mission 12, Old Granite Hotel. [[WebVideo/{{TheSpoonyExperiment}} Spoony]] had to bring his Let's Play to a halt in order to explain in detail just why it's so ridiculous. In short, domestic terrorists (again) have seized the top floors of a hotel that is currently being renovated. This time, the bastards have only planted 3 bombs. Four, if you count the first one, that you stumble across without effort. However, the bombs are in random places on the very top floor, and you have a MUCH tighter time limit (ten minutes) to find them. Once again, this might sound like a lot of time, but the mechanics of the game are working against you. There are a large amount of terrorists roaming the top floor, and they still have Improbable Aiming Skills. New to this game is locational damage, meaning that if you get shot once in a place that's not the torso, you've pretty much failed the mission. A leg shot means you can't move fast enough to disarm the bombs, an arm shot will make you wildly inaccurate, and head shots are of course instant death. You can send in your squadmates ahead of you, but not only do they take a great deal of time to breach a single door by themselves, they're likely to die without your support. But if you concentrate on helping them clear rooms, there's a good chance you won't find all the bombs in time! All this, plus there's an entire other floor to clear. On both floors, the terrorists are all hiding in ambush points with their guns pointed straight at your inevitable entryway, which brings us to the most noticeable issue with this level: The scoring system. While SWAT 3 also had awarded you points for taking in suspects alive and took points away for using deadly force unlawfully, in SWAT 4, you have to get a certain number of points to actually move past a level. This means that you can successfully disarm all the bombs, eliminate the enemy threat, and get sent back to the beginning of the mission because you shot someone with an assault rifle without giving away your position by shouting "Stop, police!" beforehand.

to:

** Its sequel, ''VideoGame/{{SWAT 4}}'', kept up the tradition with it's own ThatOneLevel: Mission 12, Old Granite Hotel. [[WebVideo/{{TheSpoonyExperiment}} Spoony]] had to bring his Let's Play to a halt in order to explain in detail just why it's so ridiculous. In short, domestic terrorists (again) have seized the top floors of a hotel that is currently being renovated. This time, the bastards have only planted 3 bombs. Four, if you count the first one, coun one that you stumble across without effort. However, the other three bombs are in random places on the very top floor, and you have a MUCH tighter time limit (ten minutes) to find them. Once again, this might sound like a lot of time, but the mechanics of the game are working against you. There are a large amount of terrorists roaming the top floor, and they still have Improbable Aiming Skills. New to this game is locational damage, meaning that if you get shot once in a place that's not the torso, you've pretty much failed the mission. A leg shot means you can't move fast enough to disarm the bombs, an arm shot will make you wildly inaccurate, and head shots are of course instant death. You can send in your squadmates ahead of you, but not only do they take a great deal of time to breach a single door by themselves, they're likely to die without your support. But if you concentrate on helping them clear rooms, there's a good chance you won't find all the bombs in time! All this, plus there's an entire other floor to clear. On both floors, the terrorists are all hiding in ambush points with their guns pointed straight at your inevitable entryway, which brings us to the most noticeable issue with this level: The scoring system. While SWAT 3 also had awarded you points for taking in suspects alive and took points away for using deadly force unlawfully, in SWAT 4, you have to get a certain number of points to actually move past a level. This means that you can successfully disarm all the bombs, eliminate the enemy threat, and get sent back to the beginning of the mission because you shot someone with an assault rifle without giving away your position by shouting "Stop, police!" beforehand.
30th Jul '17 8:59:40 AM Steven
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* ''VideoGame/HalfLife1'' has [[DisappointingLastLevel Xen]]. The whole crux of it. You just went through going through Black Mesa, fighting for your life against an alien invasion and a military clean up battalion. What are you treated with? Platformer hell.

to:

* ''VideoGame/HalfLife1'' has [[DisappointingLastLevel Xen]]. The whole crux of it. You just went through going through Black Mesa, fighting for your life against an alien invasion and a military clean up battalion. What are you treated with? Platformer hell. It's so widely disliked that the fan remake ''VideoGame/BlackMesa'' aimed to make Xen more bearable, but the level was simply not made yet since the developers were having trouble trying to make Xen stay true to its roots without frustrating players.



* ''VideoGame/Left4Dead2''. The Barns. Oh good, you've made it all the way to the stadium! Now all that's left is to open the gates and walk fifty meters to the safe room! Enjoy swimming upstream in an endless flood of zombies, with the occasional special infected throwing random stuff at you for shit and giggles!
** And let's not forget the Tank that has a tendency to spawn ''inside'' the Safe Room at the end of this insanity. Who doesn't love trudging through a massive zombie orgy with no hope in sight from the get-go and losing all your teammates in the process, just to open the door that leads to the one room in each level that's guaranteed sanctuary... and come face-to-face with the closest thing this game has to a boss blocking the doorway?
** Though The Barns throws a tsunami of infected at you near the end, The Mall can be hell all the way through because of the game's tendency, despite the Director's quasi-randomization, to make the Mall level a special infected orgy; it's unlikely you'll get through the Mall without being assailed by a near-constant stream of Special infected. Not to mention it's one of the longer stages in the game, and the Horde-summoning event is rather ruthless. The survivors end up having to break through the front windows of a store, setting off a shoplifting alarm, and must fight their way though a Horde along with Special Infected summoned by that alarm to reach an office and shut it off. It's already bad enough that the office is on the top floor of a multi-story area of the mall with a lot of thin walkways, wide gaps, and the only stairs to move up and down floors at extreme opposite ends of the area - it's easy to get separated, either by the Special Infected or through simply not being able to concentrate on where your teammates are through the hordes of Infected, and easy to get incapacitated in a way that the team simply can't get to you in time. Add on to this that as you get closer to the office, the Infected can spawn from it and the hallway just beyond - and they ''will'', as soon as you get close enough. Even if you manage to breeze through them in the wider area, your progress will be brought down to damn near a standstill as a veritable flood of Infected spawn out of the office.
** Hard Rain, especially the second half of the campaign which takes place in a storm so fierce that it often reduces your visibility to nothing farther than what's right in front of your face, and blots out much of the telltale sounds that could have saved your ass to hear ahead of time. But the real nasty part is the beginning of level 3 of the campaign, Mill Escape: to begin with, you have to maneuver back through the sugar cane field you just went through, except this time, the storm comes and washes away whatever visibility and strategy you did have planned. Bear in mind that seeing through the field is difficult even without the storm. In a series based around knowing your environment, sticking together and being cautious and aware, this segment borders on FakeDifficulty.

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* ''VideoGame/Left4Dead2''. ''VideoGame/Left4Dead2'':
** Dark Carnival:
The Barns. Oh good, you've made it all The final part of the way map is a short sprint to the stadium! Now all that's left is to open the gates and walk fifty meters to the safe room! Enjoy swimming upstream in saferoom. A short sprint with an endless flood of zombies, with crescendo in a narrow path where you will constantly be slowed down by the occasional horde and special infected throwing random stuff at infected. Players without melee weapons are pretty much screwed. If you're "lucky", you for shit and giggles!
** And let's not forget the
may even find a Tank that has a tendency to spawn ''inside'' the Safe Room waiting for you at the end of this insanity. Who doesn't love trudging through a massive zombie orgy with no hope in sight from the get-go and losing all your teammates in the process, just to open the door that leads to the one room in each level that's guaranteed sanctuary... and come face-to-face with the closest thing this game has to a boss blocking the doorway?
very end.
** Though The Barns throws a tsunami of infected at you near the end, Dead Center: The Mall can be hell all the way through because of the game's tendency, despite the Director's quasi-randomization, to make the Mall level a special infected orgy; it's unlikely you'll get through the Mall mall without being assailed by a near-constant stream of Special special infected. Not to mention it's one of the longer stages in the game, game and the Horde-summoning horde-summoning event is rather ruthless. The survivors end up having to break through the front windows of a store, setting off a shoplifting alarm, and must fight their way though through a Horde horde along with Special Infected special infected summoned by that alarm to reach an office and shut it off. It's already bad enough that the office is on the top floor of a multi-story area of the mall with a lot of thin walkways, wide gaps, and the only stairs to move up and down floors at extreme opposite ends of the area - it's easy to get separated, either by the Special Infected special infected or through simply not being able to concentrate on where your teammates are through the hordes of Infected, infected, and easy to get incapacitated in a way that the team simply can't get to you in time. Add on to this that as you get closer to the office, the Infected infected can spawn from it and the hallway just beyond - and they ''will'', as soon as you get close enough. Even if you manage to breeze through them in the wider area, your progress will be brought down to damn near a standstill as a veritable flood of Infected spawn out of the office.
** Hard Rain, especially the second half of the campaign which takes place in a storm so fierce that it often reduces your visibility to nothing farther than what's right in front of your face, and blots out much of the telltale sounds that could have saved your ass to hear ahead of time. But the real nasty part is the beginning of level 3 of the campaign, Mill Escape: to begin with, you have to maneuver back through the sugar cane field you just went through, except this time, the storm comes and washes away whatever visibility and strategy you did have planned. Bear in mind that seeing through the field is difficult even without the storm. In a series based around knowing your environment, sticking together and being cautious and aware, this segment borders on FakeDifficulty. Adding to this, the storm kicking up also reduces the volume ''of the in game voice chat'', meaning you can barely hear your teammates screaming for help or shouting clues that would have helped normally (though this can easily be mitigated by using the Steam overlay voice chat or any 3rd party chat client in general).



** The bloody roller coaster in Dark Carnival. You have to set a roller coaster running and go along the tracks while being endlessly swarmed by zombies for the entire trip. And God help you if you fall off, because in most cases you then have to go ''right back to the start'' to get back on. There's also a bit on a building site where you have to run a zig-zagging queue-rail type gauntlet with lots of insurmountable chicken-wire fence to get to the button to turn the alarm off (that's right, not a saferoom, but button to switch off the alarm - ''which doesn't even stop the horde'' until a solid minute afterwards). Wait, did I say insurmountable? I meant insurmountable to ''you''. Zombies can surmount it without any trouble whatsoever. And there are millions of them, and they infinitely respawn. [[YouBastard Thanks]], [[TheComputerIsACheatingBastard Director]]. Have fun.

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** The bloody roller coaster in Dark Carnival. You have to set a roller coaster running and go along the tracks while being endlessly swarmed by zombies for the entire trip. And God help you if you fall off, because in most cases you then have to go ''right back to the start'' to get back on. There's also a bit on a building site where you have to run a zig-zagging queue-rail type gauntlet with lots of insurmountable chicken-wire fence to get to the button to turn the alarm off (that's right, not a saferoom, but button to switch off the alarm - ''which doesn't even stop the horde'' until a solid minute afterwards). Wait, did I say insurmountable? I meant insurmountable Insurmountable? Insurmountable to ''you''. Zombies can surmount it without any trouble whatsoever. And there are millions of them, and they infinitely respawn. [[YouBastard Thanks]], [[TheComputerIsACheatingBastard Director]]. Have fun.



** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogeneous environment (an endless stream of puke-green, as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement on top of A) regular Infected, [[TheComputerIsACheatingBastard as typical]], ''not'' being affected by it in the slightest, and B) the campaign's uncommon variety being able to ''hide'' in the water as they swarm you. But then there's the last part of Plantation, simply because the Director has the choice of throwing two Tanks at you. At once. On as low as Normal. Not fun.
** Setting off the alarm from the crashed airliner by throwing off its emergency-exit door is a particular game-stopper. Either you hole up in the extremely cramped airliner and get swarmed, you hole up on the wing of the airliner and get picked off by Smokers and Hunters, or you try to rush ahead through the movement-slowing water and get surrounded by the unhindered Infected. The best part? There's an achievement for beating this section ''without taking damage''. Hope your teammates are willing to keep the Infected off your back.
** The Passing's finale in Left 4 Dead 2 is also a total bitch to tackle. The Left 4 Dead 1 survivors cover you in the main intersection but once you start heading to the back street and back alleys, they won't be able to see you so they can't help and that's where all the trouble starts. The gas cans are spread so far apart from each other that every trip is a big risk for being pounced and just like in Swamp Fever's finale, there will also be two Tanks to fight after the first Tank.
** Death Toll and Dead Air, campaigns from the original ''VideoGame/Left4Dead'', had sections reworked for the port to ''Left 4 Dead 2''. More specifically, each of them had a "hold the line" section reworked into a mad dash for the saferoom through an endless swarm of Infected ripping your face off. Death Toll, in particular, has a winding gauntlet about ''twice as long'' as the one in Barns. You can bet your bottom dollar that ThisIsGonnaSuck.
* The Sacrifice finale in the first ''VideoGame/Left4Dead'' is a total pain, mainly in the actual sacrificing part. As 3 Tanks rush in to kill everyone, someone has to jump off the bridge and restart the generator. 9 times out of 10, a Smoker will yank the would be hero and is usually in a place where bots can't see the Smoker, leaving the player to die. The tenth time will usually have the Tank spawn right between you and the generator, where by virtue of being the only one on the ground you simply ''can't'' get around it. Oh and did I forget to say that not only bots will never sacrifice themselves, but if three survivors are killed (or all incapacitated on the bridge), it counts as a NonStandardGameOver for the last survivor alive? The same finale in Left 4 Dead 2 is significantly easier due to the addition of melee weapons (making it faster and easier to cut through regular Infected), bile bombs (to straight-up distract those Infected if you don't have a melee weapon), and more special infected types meaning there won't necessarily be a Smoker in play to stop you.

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** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogeneous environment (an endless stream of puke-green, as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement on top of A) regular Infected, [[TheComputerIsACheatingBastard as typical]], ''not'' being affected by it in the slightest, and B) the campaign's uncommon variety being able to ''hide'' in the water as they swarm you. But then there's the last part of Plantation, simply because the Director has the choice of throwing two Tanks at you. At once. On as low as Normal. Not fun.
fun. And because each map is very lengthy, suffering a restart means having to slog through the long map all over again. Even if your team is good, completion time can reach close to an hour whereas other campaigns can take up to 40 minutes on average.
** Setting off the alarm from the crashed airliner in Swamp Fever by throwing off its emergency-exit door is a particular game-stopper. Either you hole up in the extremely cramped airliner and get swarmed, you hole up on the wing of the airliner and get picked off by Smokers and Hunters, or you try to rush ahead through the movement-slowing water and get surrounded by the unhindered Infected.infected. The best part? There's an achievement for beating this section ''without taking damage''. Hope your teammates are willing to keep the Infected infected off your back.
** The Passing's finale in Left 4 Dead 2 of The Passing is also a total bitch to tackle. The Left 4 Dead 1 survivors Zoey, Francis, and Louis provide cover to you in the main intersection but once you start heading to the back street and back alleys, they won't be able to see you so they can't help and that's where all the trouble starts. The gas cans are spread so far apart from each other that every trip is a big risk for being pounced and just like in Swamp Fever's finale, there will also be two Tanks to fight after the first Tank.
** Death Toll and Dead Air, campaigns from the original ''VideoGame/Left4Dead'', had sections reworked for the port to ''Left 4 Dead 2''. More specifically, each of them had a "hold the line" section reworked into a mad dash for the saferoom through an endless swarm of Infected infected ripping your face off. Death Toll, in particular, has a winding gauntlet about ''twice as long'' as the one in Barns. You can bet your bottom dollar that ThisIsGonnaSuck.
ThisIsGonnaSuck, even if you have a melee weapon.
* The Sacrifice finale in the first ''VideoGame/Left4Dead'' is a total pain, mainly in the actual sacrificing part. As 3 Tanks rush in to kill everyone, someone has to jump off the bridge and restart the generator. 9 times out of 10, a Smoker will yank the would be hero and is usually in a place where bots can't see the Smoker, leaving the player to die. The tenth time will usually have the Tank spawn right between you and the generator, where by virtue of being the only one on the ground you simply ''can't'' get around it. Oh and did I forget to say that not Not only bots will never sacrifice themselves, but if three survivors are killed (or all incapacitated on the bridge), it counts as a NonStandardGameOver for the last survivor alive? alive. The same finale in Left 4 Dead 2 the sequel is significantly easier due to the addition of melee weapons (making it faster and easier to cut through regular Infected), infected), bile bombs (to straight-up distract those Infected infected if you don't have a melee weapon), and more special infected types meaning there won't necessarily be a Smoker in play to stop you.
13th Jul '17 12:59:06 AM desdendelle
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* ''VideoGame/StarWarsBattlefrontII'' has several unbalanced maps, but the worst offender is Polis Massa, where the CIS/Rebel faction spawns soldiers in the hallway ahead of one of their starting command posts. This makes it nearly impossible for the Republic/Empire to hold on to their forward base even early in the match and extremely difficult to recapture, cutting down their reinforcements and making it very difficult to win. The Republic/Empire's best strategy for winning is to take a fully-loaded tank outside the facility, actually capture the CIS/Rebel bases from behind and let them have their own starting bases, reversing the imbalance, but it's extremely difficult to pull off. Capture the flag mode on this map is a little more popular for multiplayer... but it still lags really badly most of the time. Even worse during Clone Wars because unlike every other faction, the CIS is able to go outside without dying from being unable to breathe, since they're droids.
** Naboo, because of how the command points and chokepoints are arranged, funnels every soldier into a messy and difficult battle for the centre that will cut through most of your reinforcements in about a minute. Helping defend the centre will result in enemies circling around to take your other points, and if you're clever and circle around yourself your allies ''will'' lose the centre, giving the enemy army a powerful advantage. It's even worse for the Rebels, as they don't get any vehicles while the Empire gets ''tanks''.
** Hoth, if you're playing as the Rebels. In theory, it's well-balanced, with both sides having access to vehicles, the Empire having more powerful weapons and the Rebels having better bases. The problem is that the vehicles ''aren't'' balanced unless there are two human Rebel players per vehicle. The airspeeders are able to take out the [[HumongousMecha AT-ATs]] using the tow cable attack from ''Film/TheEmpireStrikesBack'', but doing so is virtually impossible unless the airspeeder has two human players on board, as the AI rarely pulls it off and there's now a delay between firing the tow cable and [[CrewOfOne teleporting back into the pilot seat]] to prevent a single pilot from breaking the game. In other words, the Empire has two almost-indestructible weapons platforms which it can park in front of a Rebel base and spawn a constant stream of reinforcements from.
*** Even if the [=AT-ATs=] don't get you, Imperial troops can enter the base from the back if they take the Rebels' outermost command post. Trying to defend the base while everyone else is out trying to fly airspeeders is difficult, and doing so gives the Empire a chance to move the [=AT-ATs=] into position and spawn troops from them. And if you survive that, the Empire will control most of the map by this point and be able to regroup before you can grab any other command posts.

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* ''VideoGame/StarWarsBattlefrontII'' has several unbalanced maps, but the worst offender is Polis Massa, where the CIS/Rebel faction spawns soldiers in the hallway ahead of one of their starting command posts. This makes it nearly impossible for the Republic/Empire to hold on to their forward base even early in the match and extremely difficult to recapture, cutting down their reinforcements and making it very difficult to win. The Republic/Empire's best strategy for winning is to take a fully-loaded tank outside the facility, actually capture the CIS/Rebel bases from behind and let them have their own starting bases, reversing the imbalance, but it's extremely difficult to pull off. Capture the flag mode on this map is a little more popular for multiplayer... but it still lags really badly most of the time. Even worse during Clone Wars because unlike every other faction, the CIS is able to go outside without dying from being unable to breathe, since they're droids.
** Naboo, because of how the command points and chokepoints are arranged, funnels every soldier into a messy and difficult battle for the centre that will cut through most of your reinforcements in about a minute. Helping defend the centre will result in enemies circling around to take your other points, and if you're clever and circle around yourself your allies ''will'' lose the centre, giving the enemy army a powerful advantage. It's even worse for the Rebels, as they don't get any vehicles while the Empire gets ''tanks''.
** Hoth, if you're playing as the Rebels. In theory, it's well-balanced, with both sides having access to vehicles, the Empire having more powerful weapons and the Rebels having better bases. The problem is that the vehicles ''aren't'' balanced unless there are two human Rebel players per vehicle. The airspeeders are able to take out the [[HumongousMecha AT-ATs]] using the tow cable attack from ''Film/TheEmpireStrikesBack'', but doing so is virtually impossible unless the airspeeder has two human players on board, as the AI rarely pulls it off and there's now a delay between firing the tow cable and [[CrewOfOne teleporting back into the pilot seat]] to prevent a single pilot from breaking the game. In other words, the Empire has two almost-indestructible weapons platforms which it can park in front of a Rebel base and spawn a constant stream of reinforcements from.
*** Even if the [=AT-ATs=] don't get you, Imperial troops can enter the base from the back if they take the Rebels' outermost command post. Trying to defend the base while everyone else is out trying to fly airspeeders is difficult, and doing so gives the Empire a chance to move the [=AT-ATs=] into position and spawn troops from them. And if you survive that, the Empire will control most of the map by this point and be able to regroup before you can grab any other command posts.
''VideoGame/StarWarsBattlefrontII''



** Geonosis. Ignore the command post on the hill? You die. Try to avoid the enemy vehicles? You die. Ignore the Geonosians, who fight for the CIS but don't count towards their reinforcements anyway? You die.
** Endor as the Empire has more or less the same issue. There are Ewoks everywhere, who are small enough to conceal themselves in the grass, can pretty much one-shot the Imperials, and don't count against the Rebel reinforcements if you decide to start making teddy bear-skin rugs out of them. There's traps against your major vehicles that make them nearly useless, since you'll get blown up if you try to move more than five feet. This is all on top of the usual horrid AI, especially for whichever team the player is on, meaning that you'll be pretty much doing the work of twenty men while everybody else spawns in solely to get themselves killed and sap away your reinforcements. What makes this even worse is that [[GameBreakingBug the map is bugged]] so that, if an Imperial soldier gets killed, it counts as ''two'' kills on the reinforcement counter instead of one. The only way the player can win as the Empire is to immediately start out the match by gunning a speeder bike to the Rebel command post on the other side of the map and close in from both fronts. It's possible, but it is very easy to crash the speeder bike if you don't know what route to take and there is a good chance the spawning Rebels will kill you quick even if you reach the command post.
13th Jul '17 12:43:14 AM desdendelle
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* The sections of ''VideoGame/{{Crysis}}'' which places the player in a tank and a VTOL transport are generally considered greatly inferior to the rest of the single-player game. The tank cannot be repaired or rearmed, so must be abandoned when it has taken too much damage, and the VTOL is fairly difficult to maneuver accurately. This wouldn't be so bad if it weren't for the fact that you are forced to engage alien flyers in combat, something which is quite frustrating.
** The tank mission is nothing compared to the first alien ship mission with instakill aliens who are hard to aim at, and no gravity, and no map makes getting lost easy. Mercifully this mission was removed from the console ports of the game.
17th Jun '17 10:26:24 PM thearborland
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*** Which gets even worse if you attempt the Spec Ops level associated with that map: killing twelve Juggernauts (heavily armoured supersoldiers that could most likely 1v1 a tank) using only claymores and your knife. Let it not be forgetten that to fully complete the challenge you also need to do this on the highest difficulty and that Juggernauts are the only enemy in the game that will survive a melee attack. It takes 6 or 7 DIRECT hits from the claymores...to kill ONE. Which is why they were cut from the main campaign.



** None of which touch the Spec Ops level "High Explosive." To wit: You, either alone or with a human teammate, fight in the same favelas complained about above against ''fifteen'' Juggernauts. They absolutely earn their name, as they carry M240 machine guns, wear full bomb-disposal body armor, and run only slightly slower than you. You are only give explosive weapons to kill them, which is extremely annoying because, as noted, you are in an all-close quarters level, meaning you are likely to either kill yourself in the explosion (RPG-7) or waste ammo without dealing damage due to minimum arming distance (Thumper). Then, as you get going, they start coming at you two and eventually three at a time.

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** None of which touch the Spec Ops level "High Explosive." To wit: You, either alone or with a human teammate, fight in the same favelas complained about above against ''fifteen'' ''ten'' Juggernauts. They absolutely earn their name, as they carry M240 machine guns, wear full bomb-disposal body armor, and run only slightly slower than you. You are only give explosive weapons to kill them, which is extremely annoying because, as noted, you are in an all-close quarters level, meaning you are likely to either kill yourself in the explosion (RPG-7) or waste ammo without dealing damage due to minimum arming distance (Thumper). Then, as you get going, they start coming at you two and eventually three at a time.
16th May '17 4:25:57 PM Gavitro
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** Hydro is another [=PvP=] map which has earned the community's spite. Valve's intention was to make a map that changed after each round, allowing people to continuously play it without getting bored quickly. Consequently, teams either [[CurbstompBattle steamrolled through the entire map in minutes]] or [[ForeverWar stayed in a perpetual stalemate]], with the level's dynamic layout contributing to the game's outcome. Almost all players quickly abandon Hydro and never turn back, which is impressive considering that [[UpToEleven it was one of the very first maps released]].

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** Hydro is another [=PvP=] map which has earned the community's spite. Valve's intention was to make a map that changed after each round, allowing people to continuously play it without getting bored quickly. Consequently, teams either [[CurbstompBattle steamrolled through the entire map in minutes]] or [[ForeverWar stayed in a perpetual stalemate]], with the level's dynamic layout contributing to the game's outcome. Additionally, unlike any other Control Point map in the game, only ''one'' point must be captured to win the round, giving both teams little time to set up a strong defense. Almost all players quickly abandon Hydro and never turn back, which is impressive considering that [[UpToEleven it was one of the very first maps released]].
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http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.FirstPersonShooter