History ThatOneLevel / FirstPersonShooter

17th Jun '17 10:26:24 PM thearborland
Is there an issue? Send a Message


*** 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.

to:

** 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
Is there an issue? Send a Message


** 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]].

to:

** 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]].
13th May '17 6:13:31 PM Gavitro
Is there an issue? Send a Message


** Hydro is another PvP map which has earned a tremendous amount of ire. 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 Hydro in minutes]] or [[ForeverWar stayed in a perpetual stalemate]], with the map's dynamic layout contributing to the game's outcome. Almost all players quickly abandoned Hydro and never turned back, which is impressive considering that [[UpToEleven it was one of the very first maps released]].

to:

** Hydro is another PvP [=PvP=] map which has earned a tremendous amount of ire.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 Hydro the entire map in minutes]] or [[ForeverWar stayed in a perpetual stalemate]], with the map's level's dynamic layout contributing to the game's outcome. Almost all players quickly abandoned abandon Hydro and never turned turn back, which is impressive considering that [[UpToEleven it was one of the very first maps released]].
26th Apr '17 7:03:22 AM rcmerod52
Is there an issue? Send a Message


*** 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!

to:

*** 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!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]]
10th Apr '17 8:30:58 PM Gavitro
Is there an issue? Send a Message

Added DiffLines:

** Hydro is another PvP map which has earned a tremendous amount of ire. 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 Hydro in minutes]] or [[ForeverWar stayed in a perpetual stalemate]], with the map's dynamic layout contributing to the game's outcome. Almost all players quickly abandoned Hydro and never turned back, which is impressive considering that [[UpToEleven it was one of the very first maps released]].
23rd Mar '17 9:53:23 AM BossKey
Is there an issue? Send a Message


** 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.

to:

** 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 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.



** 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 ''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:

*** 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.
11th Feb '17 3:33:10 PM Giantsgiants
Is there an issue? Send a Message


* Anything involving the AT4 rocket launcher in ''America's Army: True Soldiers'' because of the horrible accuracy of the launcher. The sight doesn't do jack diddly, as oftentimes the rocket will end up in a different place than it should. To top it off, you only get enough time for one shot. Miss and you fail the objective and/or mission.

to:

* Anything involving the AT4 [=AT4=] rocket launcher in ''America's Army: True Soldiers'' because of the horrible accuracy of the launcher. The sight doesn't do jack diddly, as oftentimes the rocket will end up in a different place than it should. To top it off, you only get enough time for one shot. Miss and you fail the objective and/or mission.
11th Feb '17 3:32:45 PM Giantsgiants
Is there an issue? Send a Message

Added DiffLines:

* Anything involving the AT4 rocket launcher in ''America's Army: True Soldiers'' because of the horrible accuracy of the launcher. The sight doesn't do jack diddly, as oftentimes the rocket will end up in a different place than it should. To top it off, you only get enough time for one shot. Miss and you fail the objective and/or mission.
2nd Feb '17 4:03:58 AM Kadorhal
Is there an issue? Send a Message


** Empire Escalation. Hope you have some time to spare because you ''will'' be stuck in wave 4. First, it's an horde of Grenade Spam ''Crit'' Demomen coming from ''both'' entrances, and the Crit Rapid Fire Soldier with Giant Medics soon follows. It's over? Nope, there's still some Giant Scouts that can screw everything up by carrying the bomb to the hatch because you'll be distracted fighting the Giant Soldiers. It's not as bad as Caliginous Caper, but it's close.

to:

** Empire Escalation. Hope you have some time to spare because you ''will'' be stuck in wave 4. First, it's an a horde of Grenade Spam ''Crit'' Demomen coming from ''both'' entrances, and the Crit Rapid Fire Soldier with Giant Medics soon follows. It's over? Nope, there's still some Giant Scouts that can screw everything up by carrying the bomb to the hatch because you'll be distracted fighting the Giant Soldiers. It's not as bad as Caliginous Caper, but it's close.



** 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.[[labelnote:What's the event?]]In the mall, the survivors must fight their way though a Horde along with Special Infected thrown at them to reach an alarm and shut it off. The A.I. Director just loves fucking with the players as it summons the Horde ''inside'' the room and a nearby hallway, guaranteed to slow the palyers down or kill them if they aren't careful.[[/labelnote]]
** 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 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, 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.
*** Sugar Mill. Witches wandering through the entire level like a swarm of angry bees (Witches are game changers, they make you go through a "Shoot everything that breaths, and then some" to a state of "super stealth mode" F.Y.I., the level is as stealth unfriendly as it gets) assisted by infected and god forbid a tank, the kicker of this level is that there is an achievement where you can't kill any of the witches. Have fun surviving on expert.
*** It doesn't help that the bots don't know the meaning of stealth. More often then not you'll have a bot (or a stupid teammate) disturb a witch. However running through the level without disturbing any of them can be done, but its just so bloody hard you can't predict the outcome.
*** And god help you if you play Hard Rain in Realism mode; no glows, teammates don't respawn in closets if they died, Witches kill you in a single strike, and common infected have more resistance unless you shoot their head. Combine Realism's rules with the hurricane effects and the huge amount of Witches in the sugar mill, you will have the ultimate hard maps in the entire series. Pray that your teammates are smart enough to hunker down and stay close to you when the storm kicks up. And to top this all off, Realism or not, when the storm intensifies, [[FridgeBrilliance your voice on the microphone gets muffled due to the high winds and thunder]], making communication very difficult unless everyone goes into a building or waits for the storm effects to stop.
** The bloody roller coaster. 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, a switch-the-alarm-off button, ''which doesn't even stop the horde'', not a safe-room). 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.

to:

** 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.[[labelnote:What's the event?]]In the mall, the 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 thrown at them summoned by that alarm to reach an alarm office and shut it off. The A.I. Director 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 loves fucking with beyond - and they ''will'', as soon as you get close enough. Even if you manage to breeze through them in the players as it summons the Horde ''inside'' the room and a nearby hallway, guaranteed to slow the palyers wider area, your progress will be brought down or kill them if they aren't careful.[[/labelnote]]
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, 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.
*** The Sugar Mill. Mill just before this. Thanks to a glitch that Valve [[AscendedGlitch decided they liked]], a ridiculous number of Witches wandering wander through the entire level like a swarm of angry bees (Witches bees. Keep in mind that Witches are game-changers because of how powerful they are - even for the wandering variations, which are noticeably harder to anger, just hearing their crying instantly turns the game changers, they make you go through a "Shoot from ''VideoGame/{{Doom}}'' (running at full speed, shooting everything that breaths, breathes until it stops moving of its own volition) to ''VideoGame/GhostRecon'' (slow movement, carefully picking your shots so you don't accidentally alert the Witch) - but the level, with multiple stories for them to be on, lots of foliage for them to wander behind and then some" to disappear until a state hapless teammate runs right into them, and lots of "super stealth mode" F.Y.I., holes in the level walls for you to accidentally shoot through and anger a Witch you didn't even get to yet, is as stealth unfriendly on that front as it gets) assisted by infected and god forbid a tank, the can be. The kicker of this level is that there is there's an achievement where you can't ''can't'' kill any of the witches. Witches, which if you don't want teammates dying at any point (because the only way to save a teammate from an angry Witch is to... guess) means not alerting any of them either. Have fun surviving on expert.
*** It doesn't help that the bots don't know the meaning of stealth. More often then not you'll have a bot (or a stupid teammate) disturb a witch. However running through the level without disturbing any of them can be done, but its just so bloody hard you can't predict the outcome.
Expert.
*** And god help you if you play Hard Rain in Realism mode; no glows, teammates don't respawn in closets if they died, die, Witches kill you in a single strike, strike (normally you just get incapacitated, and they need to keep ripping into you for a few seconds to actually kill you), and common infected have more resistance to anything except the Magnum pistol unless you shoot their head. Combine Realism's rules with the hurricane effects and the huge amount of Witches in the sugar mill, you will have the ultimate hard ultimately hardest official maps in the entire series. Pray that your teammates are smart enough to hunker down and stay close to you when the storm kicks up. And to top this all off, Realism or not, when the storm intensifies, [[FridgeBrilliance your voice on the microphone gets muffled due to the high winds and thunder]], making communication very difficult unless everyone goes into a building or waits for the storm effects to stop.
** The bloody roller coaster.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 switch-the-alarm-off button, saferoom, but button to switch off the alarm - ''which doesn't even stop the horde'', not horde'' until a safe-room).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.



** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogenous environment (an endless stream of puke-green as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement. 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.
* The Passing 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.
* The Sacrifice finale in Left 4 Dead 1 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. 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, bile bombs, and more special infected types, meaning Smokers won't always be there to stop you.

to:

** For some players, Swamp Fever as a whole is That One Level - not because of the difficulty, but because of the grungy, homogenous homogeneous environment (an endless stream of puke-green puke-green, as opposed to the colourful other campaigns) and the abundance of watery regions slowing down movement.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 Passing 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.
* The Sacrifice finale in Left 4 Dead 1 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, weapons (making it faster and easier to cut through regular Infected), bile bombs, bombs (to straight-up distract those Infected if you don't have a melee weapon), and more special infected types, types meaning Smokers there won't always necessarily be there a Smoker in play to stop you.



* The large, underground areas in the mid-game of ''VideoGame/{{Portal 2}}'' tend to raise some hackles, if only because there's rarely clear evidence of what the exit point or goal is, compared with the normal test chambers before and after this. Instead it becomes an exercise in looking for that one splash of white paint on a distance surface that you can throw a portal to.

to:

* The large, underground areas in the mid-game of ''VideoGame/{{Portal 2}}'' tend to raise some hackles, if only because there's rarely clear evidence of what the exit point or goal is, compared with the normal test chambers before and after this. Instead it becomes an exercise in looking for that one splash of white paint on a distance surface that you can throw a portal to.to, and then trying to find one more splash of white paint on another distant surface in about one second after exiting that portal.
31st Jan '17 9:38:59 AM Kadorhal
Is there an issue? Send a Message


*** Rhen Var Harbor for the Alliance. The Imperials get AT-[=ATs=], but the Rebels get no T-47 airspeeders with their tow cables to take them down and only light vehicles, which are destroyed in one hit by the AT-AT's main weapons. Worse is that the AT-[=ATs=] function as mobile spawn points, which can pop out anti-vehicle troops to hit anything the AT-AT can't, and which ''respawn'' after a minute or so even if the Rebels somehow manage to destroy it.
** If you want torture, try playing the Dune Sea as Rebels. In theory, it's a three-faction map: Rebels, Empire, and Tusken Raiders who are hostile to everyone. The problem is that the Rebel spawn points are located ''between'' those of the other two, meaning that rather than it being Rebels Vs Empire Vs Tuskens, it ends up as Rebels Vs The Entire World in a war of extermination while Imperial/Tusken combat plays out as minor skirmishes.

to:

*** Rhen Var Harbor for the Alliance. Alliance or Separatists. The map is just big enough that the Imperials and Republic can get AT-[=ATs=], but the Rebels get no T-47 airspeeders with their tow cables to take them down 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 AT-AT's walkers' main weapons. Worse is that the AT-[=ATs=] they function as mobile spawn points, 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 Rebels opposing side somehow manage manages to destroy it.
** If you want torture, try playing the Dune Sea as Rebels. the Rebels or CIS. In theory, it's a three-faction map: Rebels, Empire, Rebels/CIS, Empire/Republic, and Tusken Raiders who are hostile to everyone. The problem is that the Rebel and CIS spawn points are located ''between'' those of the other two, meaning that rather than it being Rebels Rebels/CIS Vs Empire Empire/Republic Vs Tuskens, it ends up as Rebels Rebels/CIS Vs The Entire World in a war of extermination while Imperial/Tusken Imperial/Republic vs. Tusken combat plays out as minor skirmishes.



** 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]]. 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.

to:

** 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]].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.



** 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.

to:

** 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, 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.



** ''Nothing'' in [=UT2K4=] touches the final Assault map. Yes, ''not even the [[FinalBoss One-on-One with Malcolm at the end]]''. You and your team have to infiltrate a Skaarj mothership, including [[UnexpectedGameplayChange taking out its outer defenses and getting into its tiny entrance bay via spaceship]], where you can and will be [[CycleOfHurting aggressively shot down from every possible direction before you can retaliate]]. If you do manage to get inside, you'd think things would get easier once you're on your feet in familiar gameplay territory, right? Wrong. Expect to spend ages respawning over and over again trying to evade the AI's [[TheComputerIsACheatingBastard Instant Insta-Kill Rocket Launcher Attacks of Insta-Death]] long enough to wear down each fanatically guarded node before the timer runs out (and, in the case of the last ones in the control room, ''even reach them at all''). Destroying the reactor core and completing the offense portion is a miracle in and of itself; when the enemy attacks they will be sure to bring their [[ArtificialBrilliance AI of Doom]] with them, [[FromBadToWorse rendering your defenses helpless as they slowly tear through the very defenses they made nigh-impenetrable before]]. '''[[NintendoHard And this is on the]] ''[[NintendoHard easier]]'' [[NintendoHard difficulties.]]'''

to:

** ''Nothing'' in [=UT2K4=] touches the final Assault map.map, AS-Mothership. Yes, ''not even the [[FinalBoss One-on-One with Malcolm at the end]]''. You and your team have to infiltrate a Skaarj mothership, including [[UnexpectedGameplayChange taking out its outer defenses and getting into its tiny entrance bay via spaceship]], where you can and will be [[CycleOfHurting aggressively shot down from every possible direction before you can retaliate]]. If you do manage to get inside, you'd think things would get easier once you're on your feet in familiar gameplay territory, right? Wrong. Expect to spend ages respawning over and over again trying to evade the AI's [[TheComputerIsACheatingBastard Instant Insta-Kill Rocket Launcher Attacks of Insta-Death]] long enough to wear down each fanatically guarded node before the timer runs out (and, in the case of the last ones in the control room, ''even reach them at all''). Destroying the reactor core and completing the offense portion is a miracle in and of itself; when the enemy attacks they will be sure to bring their [[ArtificialBrilliance AI of Doom]] with them, [[FromBadToWorse rendering your defenses helpless as they slowly tear through the very defenses they made nigh-impenetrable before]]. '''[[NintendoHard And this is on the]] ''[[NintendoHard easier]]'' [[NintendoHard difficulties.]]'''



* The original ''Call of Duty'''s car ride level. An UnexpectedShmupLevel where you can only duck in and out of the car, with no way to dodge enemy fire, so your survival is [[LuckBasedMission dependent on the accuracy of your enemies]], especially on Veteran, where they kill in as little as one hit. ''Modern Warfare 1'' and ''3'' had similar levels in the form of "Game Over" and "Bag n' Drag", respectively, though the former at least gives you the option to actually hide and regenerate your health, as well as not restricting your point of aim to such an extent that you cannot shoot more than half of the enemies hitting you like "Bag n' Drag".

to:

* The original ''Call of Duty'''s ''VideoGame/CallOfDuty'''s car ride level. An UnexpectedShmupLevel where you can only duck in and out of the car, with no way to dodge enemy fire, so your survival is [[LuckBasedMission dependent on the accuracy of your enemies]], especially on Veteran, where they kill in as little as one hit. ''Modern Warfare ''VideoGame/ModernWarfare 1'' and ''3'' had similar levels in the form of "Game Over" and "Bag n' Drag", respectively, though the former at least gives you the option to actually hide and regenerate your health, as well as not restricting your point of aim to such an extent that you cannot shoot more than half of the enemies hitting you like "Bag n' Drag".



* There is a Russian mission in ''VideoGame/CallOfDuty 2'' which pits you against three German tanks, with no rocket launchers, meaning you have to ''literally touch them'' and plant an explosive charge. And the tanks ignore all of your allies and only shoot at you. And they are always looking at you. ''Always.'' You can't sneak up on them ''because they can see through walls''. Even worse is that, and unlike everything else you have to use explosive charges on in the entire series, they're not stuck in one place and can in fact move faster than you can. They can and will ''run away'' before you can plant the explosives, and then they can and will '''[[CarFu run you over]]''' when you're trying to hide from all the other Germans constantly ventilating you.

to:

* There is a Russian mission in ''VideoGame/CallOfDuty ''Call of Duty 2'' which pits you against three German tanks, with no rocket launchers, meaning you have to ''literally touch them'' and plant an explosive charge. And the tanks ignore all of your allies and only shoot at you. And they are always looking at you. ''Always.'' You can't sneak up on them ''because they can see through walls''. Even worse is that, and unlike everything else you have to use explosive charges on in the entire series, they're not stuck in one place and can in fact move faster than you can. They can and will ''run away'' before you can plant the explosives, and then they can and will '''[[CarFu run you over]]''' when you're trying to hide from all the other Germans constantly ventilating you.



* "Mile High Club," TheStinger level in ''VideoGame/CallOfDuty 4: VideoGame/ModernWarfare'', is a TimedMission set on an airliner. There is not enough room to move, the {{Mook}}s outnumber you, the rest of your team [[AllUpToYou won't move up until you clear the area]], and if you're going for the [[BraggingRightsReward "Mile High Club" achievement]], you die in four hits and only have one minute to reach the hostage, who you ''must'' rescue with a headshot; if you go for a kneecap, the level ends with the message [[NonstandardGameOver "Veterans only get headshots."]] If you make one false move, you'll either die or fail anyway because you wasted time. It's the kind of level where you don't need a walkthrough so much as choreography.
** Where do you begin with the defense of the Ferris Wheel in the end of "One Shot, One Kill"? To set it out for those who haven't played this level; You and your injured superior have to fight off at least a hundred respawning enemies all armed with fully automatic rifles for 6 minutes while waiting for a helicopter to arrive. You have 5 to 10 Claymore mines and a few C4 packs to defend your ally with, and if he dies, game over. Luckily, most of the enemies go after you, instead of him. If you stay behind the Ferris wheel, which makes very good cover, attack dogs spawn in packs, which instant kill you unless you press a button in a 0.1 second window of opportunity. If you stay almost anywhere else, you get a rain of grenades. It's gets even worse if you're [[HundredPercentCompletion trying to collect the intel for that part]]. The last intel of the level is ''[[InsurmountableWaistHeightFence behind a door that you can't open]]''. You have to [[ViolationOfCommonSense run out into the mass of enemies]] to manipulate their spawn points and force one to spawn behind that door and open it for you, so you can then try to rush ''further'' into the mob of enemies and grab it before they all kill you. That said, if you're ''not'' going for the intel there's an EasyLevelTrick if you go prone and hide in the little kiosk booth, keeping as far inside the stand as possible, and simply shooting whoever crosses your line of sight. The grenade indicator will go off constantly as always, but [[ArtisticLicensePhysics you will be protected from most of the grenades by the sheet metal.]] When it's time to go, spring out and grab [=MacMillan=] - you're almost invulnerable while carrying him in this mission, so take advantage of that and just sprint to the helo right away, and you're done.

to:

* "Mile High Club," TheStinger level in ''VideoGame/CallOfDuty ''Call of Duty 4: VideoGame/ModernWarfare'', is a TimedMission set on an airliner. There is not enough room to move, the {{Mook}}s outnumber you, the rest of your team [[AllUpToYou won't move up until you clear the area]], and if you're going for the [[BraggingRightsReward "Mile High Club" achievement]], you die in four hits and only have one minute to reach the hostage, who you ''must'' rescue with a headshot; if you go for a kneecap, the level ends with the message [[NonstandardGameOver "Veterans only get headshots."]] If you make one false move, you'll either die or fail anyway because you wasted time. It's the kind of level where you don't need a walkthrough so much as choreography.
** Where do you begin with the defense of the Ferris Wheel in the end of "One Shot, One Kill"? To set it out for those who haven't played this level; You and your injured superior have to fight off at least a hundred respawning enemies all armed with fully automatic rifles for 6 minutes while waiting for a helicopter to arrive. You have 5 to 10 Claymore mines and a few C4 packs to defend your ally with, and if he dies, game over. Luckily, most of the enemies go after you, instead of him. If you stay behind the Ferris wheel, which makes very good cover, attack dogs spawn in packs, which instant kill you unless you press a button in a 0.1 second window of opportunity. If you stay almost anywhere else, you get a rain of grenades. It's gets even worse if you're [[HundredPercentCompletion trying to collect the intel for that part]]. The last intel of the level is ''[[InsurmountableWaistHeightFence behind a door that you can't open]]''. You have to [[ViolationOfCommonSense run out into the mass of enemies]] to manipulate their spawn points and force one to spawn behind that door and open it for you, so you can then try to rush ''further'' into the mob of enemies and grab it before they all kill you.you (the only upside being that if you do get to it and grab it, it's still yours even if you die before getting another checkpoint). That said, if you're ''not'' going for the intel there's an EasyLevelTrick if you go prone and hide in the little kiosk booth, keeping as far inside the stand as possible, and simply shooting whoever crosses your line of sight. The grenade indicator will go off constantly as always, but [[ArtisticLicensePhysics you will be protected from most of the grenades by the sheet metal.]] When it's time to go, spring out and grab [=MacMillan=] - you're almost invulnerable while carrying him in this mission, so take advantage of that and just sprint to the helo right away, and you're done.



** To clarify this further: The helicopter may look in another direction, but the instant it has line of sight on you, it will flick its gun around INSTANTANEOUSLY and begin shooting you. It shoots no one else. Not to forget the Heat mission, going down the hill. The second runthrough on veteran makes everything else seem like a walk in the park. Although Hunted is easy if you sit near the dodge-em cars as the enemies only come in a narrow corridor and you can just spam fire to get kills. And you get a pack of dogs to help you too if you're not a cruel bastard.

to:

** To clarify this further: The helicopter may look in another direction, but the instant it has line of sight on you, it will flick its gun around INSTANTANEOUSLY and begin shooting you. It shoots no one else. Not to forget the Heat mission, going down the hill. The second runthrough on veteran makes everything else seem like a walk in the park. Although Hunted is easy if you sit near the dodge-em cars as the enemies only come in a narrow corridor and you can just spam fire to get kills. And you get a pack of dogs to help you too if you're not a cruel bastard.



** Oh god. "Heat." Starts like a normal hold the line type of mission, starting at the middle of a long incline. You take out hordes of enemies, slowly losing ground, until you get to a barn that's supposed to be your extraction point. The moment you get there, ''then'' you are told that your extract is at ''the bottom of the hill,'' the one that's overrun with Ultranationalists. On Veteran, this is where the real trouble starts. The endlessly respawning horde lays down a solid wall of fire that means staring at another death quote on the screen if you stick out your head from cover for half a second. The limited airstrikes you get aren't even as effective as you might think, since they respawn so quickly. The area you're in has little cover ahead of you, other than a shallow trench, a few unreliable bales of hay, and a small shack. Stick to one piece of cover for too long, and you'll be grenade spammed. There's plenty of visual cover in the form of smoke and vegetation, but the computer can see through it, meaning that you'll be shot at by enemies you can't even see. And you have to ''advance'' through this bullshit. Your only chance is to call multiple airstrikes at once and maybe toss a smoke grenade in front of the next piece of cover, wait until the endless gunfire gets quieter, then sprint. And possibly pray for a checkpoint. Thankfully once you get past the open field into the village, you're mostly home free if you sprint ahead of the spawns. Despite this, when in the barn, you might have noticed a small building, if you go through its back, there are nearly no enemies, making a mad dash to the extraction points possible without taking too many risks.
* In the followup game, ''Call of Duty: World at War'', the level "Heart of the Reich" is now infamous among players on Veteran mode for it's insanely overdone difficulty, unfair gameplay and sheer luck required to complete it. Grenade spamming, endlessly respawning enemies, enemies that can shoot you through large amounts of rubble, all you need for your controller breaking rage.

to:

** Oh god. "Heat." Starts like a normal hold the line type of mission, starting at the middle of a long incline. You take out hordes of enemies, slowly losing ground, until you get to a barn that's supposed to be your extraction point. The moment you get there, ''then'' you are told that your extract is at ''the bottom of the hill,'' the one that's overrun with Ultranationalists. On Veteran, this This is where the real trouble starts. The endlessly respawning horde lays down a solid wall of fire that means staring at another death quote on the screen if you stick out your head from cover for half a second. The limited airstrikes you get aren't even as effective as you might think, since they respawn so quickly. The area you're in has little cover ahead of you, other than a shallow trench, a few unreliable bales of hay, and a small shack. Stick to one piece of cover for too long, and you'll be grenade spammed. There's plenty of visual cover in the form of smoke and vegetation, but the computer can see through it, meaning that you'll be shot at by enemies you can't even see. And you have to ''advance'' through this bullshit. Your only chance is to call multiple airstrikes at once and maybe toss a smoke grenade in front of the next piece of cover, wait until the endless gunfire gets quieter, then sprint. And possibly pray for a checkpoint. Thankfully once you get past the open field into the village, you're mostly home free if you sprint ahead of the spawns. Despite this, when in the barn, you might have noticed a small building, if you go through its back, there are nearly no enemies, making a mad dash to the extraction points possible without taking too many risks.
* In the followup game, ''Call of Duty: World at War'', the level "Heart of the Reich" is now infamous among players on Veteran mode for it's its insanely overdone difficulty, unfair gameplay and sheer luck required to complete it. Grenade spamming, endlessly respawning enemies, enemies that can shoot you through large amounts of rubble, all you need for your controller breaking rage.



** And having to do it ''solo'' too! (Both operators accompanying you are ''scripted'' to be killed in the first section.) Part of the frustration of "Takedown" is that it's ''not'' that linear and very easy to get lost in near the end. Worse yet, you go through ''all'' of this, and your reward? [[spoiler:You get to the end ''just'' in time to see ''Soap'' take down Rojas, not you]].

to:

** And having to do it ''solo'' too! (Both ''solo'', too, as both operators accompanying you are ''scripted'' to be killed in the first section.) section. Part of the frustration of "Takedown" is that it's ''not'' that linear and very easy to get lost in near the end. Worse yet, you go through ''all'' of this, and your reward? [[spoiler:You get to the end ''just'' in time to see ''Soap'' take down Rojas, not you]].



** The Gulag. Good luck getting bullets from the front (mercenaries), from the sides (the same mercenaries), from above (damn mercenaries shooting you from the upper passages) and from the ground (Last Stand enemies). And that's before you find the [[GoddamnedBats riot shield soldiers]] in the middle. Add to that the flying grenades from both sides, the fact that riot shield users get to shoot and protect themselves with the shield (which you CANNOT do), M1014s for close-quarters combat, their ungodly aim and the friendly fire @ 100% (meaning you can easily kill your teammates) and you have a level that'll make you pull your hair even on Recruit.
** And if you think "Loose Ends" is bad, ''immediately after'' you get "The Enemy of My Enemy." Recap: Soap [[spoiler:and Price]] are sent to Afghanistan to look for Makarov. Shadow Company attacks. You're told to let Makarov's men and Shadow Company fight it out as much as possible, but they're all ''way'' too eager to drop the ongoing battle with the guys sent to kill them and start shooting at the unaffiliated Brit in the ghillie suit (read: you).
*** Apparently the suggestion is to hang back and let each group of Shadow Company operators and Makarov troopers kill each other off and then mop up the one or two left, but this takes at least twenty to thirty minutes. You do get silenced weapons if you want to contribute to thinning the herd without being noticed, but [[TheAllSeeingAI you know how that goes]].

to:

** The Gulag. Good luck getting bullets from the front (mercenaries), from the sides (the same mercenaries), from above (damn mercenaries shooting you from the upper passages) and from the ground (Last Stand enemies). And that's before you find the [[GoddamnedBats riot shield soldiers]] in the middle. Add to that the flying grenades from both sides, the fact that riot shield users get to shoot and protect themselves with the shield (which you CANNOT do), M1014s for close-quarters combat, their ungodly aim aim, and the full friendly fire @ 100% damage from you (meaning you can easily kill your teammates) teammates if you can't focus enough among all this to tell the difference between the two nearly-identically-dressed factions) and you have a level that'll make you pull your hair even on Recruit.
** And if you think "Loose Ends" is bad, ''immediately after'' you get "The Enemy of My Enemy." Recap: Soap [[spoiler:and Price]] are sent to Afghanistan to look for Makarov. Shadow Company attacks. You're told to let Makarov's men and Shadow Company fight it out as much as possible, but they're all ''way'' too eager to drop the ongoing battle with the guys sent to kill them and start shooting at the unaffiliated Brit in the ghillie suit (read: you).
*** Apparently the suggestion is to
you). Even if you hang back and let each group of Shadow Company operators and Makarov troopers them all kill each other off and then mop before mopping up the one or two left, but survivors, this takes at least twenty to thirty minutes. You do get silenced weapons if you want to contribute to thinning the herd without being noticed, but [[TheAllSeeingAI you know how that goes]].



* ''VideoGame/CallOfDutyBlackOps'' gives us Rebirth. The first part of Hudson's portion (where you ride in the BTR) isn't that bad, but when the BTR is knocked out and the [[spoiler:Nova 6 gas hits,]] be prepared to die. ''A lot.'' Your suit can only take so much damage, it doesn't repair after a while unlike regular bullet damage, and if your suit breaks, you die instantly. To top it off, the fog of [[spoiler:Nova 6 gas]] obstructs about 90 percent of your view, so you constantly have to rely on using your Infrared Scope to shoot enemies, and by the time you've spotted them they already will have put about twenty-nine holes in your face. Trying to beat this part of the level alone can be straight-up insane, but if you're going for the [[CosmeticAward Achievement for making it through this part of the level without dying,]] it will most likely make you want to tear your hair out. And did we mention that after Hudson clears the Nova, there was an undiscovered crash bug that would ''even give your Xbox a Blue Screen of Death?''

to:

* ''VideoGame/CallOfDutyBlackOps'' gives us Rebirth. The first part of Hudson's portion (where you ride in the BTR) isn't that bad, but when the BTR is knocked out and the [[spoiler:Nova 6 gas hits,]] be prepared to die. ''A lot.'' Your suit can only take so much damage, it doesn't repair after a while unlike regular bullet damage, and if your suit breaks, you die instantly. To top it off, the fog of [[spoiler:Nova 6 gas]] obstructs about 90 percent of your view, so you constantly have to rely on using your Infrared Scope to shoot enemies, and by the time you've spotted them they already will have put about twenty-nine holes in your face. Trying to beat this part of the level alone can be straight-up insane, but if you're going for the [[CosmeticAward Achievement for making it through this part of the level without dying,]] it will most likely make you want to tear your hair out. And did we mention that after Hudson clears the Nova, gas, there was an undiscovered crash bug that would ''even give your Xbox a Blue Screen of Death?''Death?'' Or that there was a bug where the limited health from the hazmat-suit portion would apply across the ''entire'' mission, even Mason's half?
This list shows the last 10 events of 516. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=ThatOneLevel.FirstPersonShooter