History ThatOneLevel / RealTimeStrategy

1st Dec '16 9:40:21 AM MarsJenkar
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''[[VideoGame/StarcraftI Starcraft]]'':

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''[[VideoGame/StarcraftI Starcraft]]'':!! '''''[[VideoGame/StarcraftI Starcraft]]'''''



''[[VideoGame/StarcraftI Starcraft: Brood War]]:''

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''[[VideoGame/StarcraftI
!! '''''[[VideoGame/StarcraftI
Starcraft: Brood War]]:''War]]'''''



''[[VideoGame/StarcraftII Starcraft II: Wings of Liberty]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Wings of Liberty]]'':Liberty]]'''''



''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Heart of the Swarm]]'':Swarm]]'''''



''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':

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''[[VideoGame/StarcraftII
!! '''''[[VideoGame/StarcraftII
Starcraft II: Legacy of the Void]]'':Void]]'''''
21st Sep '16 6:11:03 AM Morgenthaler
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** ''WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.

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** ''WorldInConflict'' ''VideoGame/WorldInConflict'' really loves to abuse this situation. Only it takes it a step further. Since the way you control territory is by means of control points, not only do you have to defend up to three points, you have to press on an offensive elsewhere. This wouldn't be bad if you had more than 4 tanks and 6 squads of troops, and you need about 1 tank and 2 squads minimum to hold a spot for a respectable amount of time.



* ''EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.

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* ''EmpireEarth'' ''VideoGame/EmpireEarth'' has the second Novaya Russia mission, where you're surrounded by enemies at a higher tech level (read: they get [[HumongousMecha giant killer robots]] and have little in the way of ressources, so you mostly end up having to protect your workers from attack.



* ''HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.

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* ''HostileWaters: ''VideoGame/HostileWaters: Antaeus Rising'': In the level where you return to island zero, If your first wave fails to cause crippling damage to the bugs' main production facilities, it becomes almost impossible for you to collect enough energy to clean the island. But the bugs, of course, have no similar problems.
4th Aug '16 12:03:18 PM DrakeClawfang
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''[[VideoGame/StarcraftII Starcraft II: Heart of the Swarm]]'':
* The Crucible. It's the one mission where you don't get Kerrigan as an overpowered hero unit, and to no one's surprise its the hardest of the lot. You have to defend an objective building for 25 minutes, similar to "All In." The problem is that the Zerg absolutely suck at playing the defensive. The new unit for the mission, the Swarm Host, is actually rather useless here, enemies attack in multiple directions forcing you to defend multiple choke points, they hit in large numbers, and they also send air units in to backdoor you. You can use a locust spawn every few minutes to summon minions to attack, and it is pretty much a requirement to stay alive.
''[[VideoGame/StarcraftII Starcraft II: Legacy of the Void]]'':
* "Last Stand". Imagine replaying "In Utter Darkness" from ''Wings of Liberty,'' but with no tech beyond Gateway units except for Immortals, a smaller base, no fallback position, ''and'' the Zerg are smart enough to send Banelings to bust down your wall-off. The mission pretty much forces you to turtle behind walls of turrets and wait it out.
* "Salvation", the final mission. Think of "All In" and "In Utter Darkness" ''combined''. You have to hold out zerg forces (With some BrainwashedAndCrazy protoss support) until the Keystone is fully charged. Problems are: The Keystone is '''again''' in a very unconvenient position, at the center of the map; you have three entrances that are only guarded at first by somewhat weak allies who will be attacked constantly (And Alarak has a very nasty tendency to [[LeeroyJenkins charge and die without giving you time to save him]]); finally, and while there are no hybrids to fight against, you instead have to fight the Golden Armada's divisions (Which ''will'' tag along with the zerg forces) as well as campaign-only zerg units, with ''Guardians'' among them, ready to hammer your base defenses if you decided to put Photon Cannons as meat shields. In terms of resources, there are aplenty, but like in "In Utter Darkness", your expansion is in a vulnerable position, next to the northern entrance - if you do something as mundane as keeping a Pylon near it, your expansion's going down as soon as Vorazun's base is overrun. [[OhCrap And this is not all]] - the Spear of Adun's active abilities are being deactivated the further you are in the mission. The last point of mention is that, while obvious, you don't control the best defensive faction in this mission (The terrans) unlike "All In". To sum up: Good luck, you will need it and '''much''' more.
* "The Essence of Eternity," the penultimate level in the epilogue, is actually ''more'' difficult than the actual final mission. You have to defend ''four'' chokepoints, the way the terrain is laid out your high ground advantage is not very significant, the enemy will hit hard from all directions using units from all three races, and the attacks come early and frequently. You're given a unique hero unit that, like the drill from "The Dig,", can attack across the entire map for heavy damage. However, using the hero unit delays its power charge, making the mission last longer since the objective is to defend it until it reaches full power. Additionally, you're given two AI allied armies to help you, but they're barely a footnote in the mission's gameplay; they suffer from ArtificialStupidity that results in a weak and easily broken defense, because of the way the alliance was programmed your Medivacs and Science Vessels won't automatically heal them, and one of the allied armies is Zerg, whose creep stops you from reinforcing them with defensive structures. The end result is similar to "All In" from ''Wings of Liberty'' made even worse.
* "Amon's Fall" itself is no walk in the park. The goal is to destroy rotating crystals when they're above ground. Kerrigan's energy reserves don't regenerate nearly as fast as they did in ''Heart of the Swarm''. Amon will constantly summon void crystals that not only summon more troops, but ones that can ''damage yours very heavily'' as well. Don't count on your AI allies to help much; they don't pitch in enough troops at a time to make a dent against the crystals that get close to their bases. As if fending off enemies and the [[DemonicSpiders defense crystals]] weren't bad enough, Amon quickly resorts to ''taking out chunks out of the ground belonging to your base and your allies' bases'', rendering the resources on those locations LostForever. Finally, and unlike other missions involving spots that summon Shadows of the Void, they cannot be permanently destroyed - at best you can make the Void Chasms dormant for some minutes, so it does not actually get easier at any point.
* "Templar's Return". Part 1 is simple enough. Part 2 is where the fun starts - it is an UnwinnableByDesign[=/=]UnwinnableByMistake level where proceeding is impossible if you do not have an army totalling 60 seats. Kill off too many mechanical enemy units? You're hosed, since there's hardly enough resource to build an army of 60 (and it's just too easy given Fenix's eagerness to rush into battle). And then there's Part 3, with it's AdvancingWallOfDoom and corrupted zerg pulling off a constant unending ZergRush on you.
4th Aug '16 7:44:36 AM Tyrannosauruses
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** - Counterstrike was even harsher to the Allies, which had no less than three missions where supply trucks would cause you to lose by running off the map at various points. The second had seven convoys, the sixth of which would come from offscreen through your base, possibly dropping nuke crates which may destroy most of it. On this mission, these's no Soviet base to destroy; stopping the trucks is the only win condition. If you can even find the last one with your radar destroyed.
4th Aug '16 7:33:48 AM Tyrannosauruses
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* "Legacy of Tesla" from the Counterstrike expansion is incredibly counter-intuitive. The idea is to destroy a prototype nuclear MiG. A "prototype" that can be replaced over and over, mind you. So, these new Tesla Tanks must be important to the mission, right? No. The MiG's landing strip is overseas, but you don't have a Construction Yard or Sub Pen, so you'll have to capture the Allied Naval Yard. Don't capture it though, as this provoke nuclear retaliation. What you're supposed to do is capture a Construction Yard, build a Naval Yard and many AA Guns to ward off helicopters, and send units to attack an island.
24th Jul '16 5:47:07 PM nombretomado
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** One of the worst ones is in ''CompanyOfHeroes'', mission 12 and 13. Your main objective is to defend not one, but '''two''' locations: Hill 317 and a little town nearby called Mortain. The first part isn't too bad, it's mostly driving the Axis out. The second part however, will really test players, as if the game wasn't hard enough up until then. Not only will you be pounded from every direction on Hill 317 (and you have to defend Mortain), but the Axis will pound you with mortars and 88 flak guns. And all you're given is whatever you were able to save from the last mission plus a howitzer.

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** One of the worst ones is in ''CompanyOfHeroes'', ''VideoGame/CompanyOfHeroes'', mission 12 and 13. Your main objective is to defend not one, but '''two''' locations: Hill 317 and a little town nearby called Mortain. The first part isn't too bad, it's mostly driving the Axis out. The second part however, will really test players, as if the game wasn't hard enough up until then. Not only will you be pounded from every direction on Hill 317 (and you have to defend Mortain), but the Axis will pound you with mortars and 88 flak guns. And all you're given is whatever you were able to save from the last mission plus a howitzer.
11th Feb '16 12:04:06 AM RickTommy
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** The second level of the Saladin campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to no starting resources or military units. Aqaba and Medina are completely useless; all they can do is annoy the shit out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are restricted to the Castle Age, Reynald's Pirates ''aren't'', and they have no problem showing up with Galleons and transports full of Cavaliers.

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** The second level of the Saladin campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to no starting resources or military units. Aqaba and Medina are completely mostly useless; all they can do is annoy occasionally tribute you resources, except when they're annoying the shit crap out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are restricted to the Castle Age, Reynald's Pirates ''aren't'', and they have no problem showing up with Galleons and transports full of Cavaliers.



*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason.

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*** Then ''The Lion and the Demon'' tops ''Jihad!''. You are required to build and defend a wonder in Acre, while holding off ''five different Crusader armies'': Genoese (warships), the Franks (cavalry, gunpowder units, and rams), Knights Templar (rams, Teutonic Knights, and cavalry), Jerusalem (camels, onagers, and trebuchets), and Richard the Lionhearted (longbowmen, cavalry, and mixed siege weapons, including two unique trebuchets). You have some resources inside your walls, but they'll run out quickly (especially your very limited wood supply). There's no real way to bottleneck the attackers; they come from both north and west, almost constantly. This is widely considered the hardest scenario in the game, and for good reason. [[Spoiler:However, you can build the Wonder on an island in the west of the map, where only Genoese can attack it.]]



** There's also "The Siege of Paris", the second-last mission in the Joan of Arc campaign, an EscortMission with NO HEALERS to support your forces. To make things worse, you will have to go through a heavily guarded city fill with longbowmen and halberdiers. You will also have to rescue the villagers in the city and AT LEAST SIX OUT OF TEN of them must reach the destination.

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** There's also "The Siege of Paris", the second-last mission in the Joan of Arc campaign, an EscortMission with NO HEALERS to support your forces. To make things worse, you will have to go through a heavily guarded city fill filled with longbowmen and halberdiers. You will also have to rescue the villagers in the city and AT LEAST SIX OUT OF TEN of them must reach the destination.
1st Feb '16 8:52:49 AM thenameisbean
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** The second level of the Saladin campaign. Where to start? The fact that you are still restricted to the Castle Age, while your enemies can go all the way up to Imperial? The way that you start out with almost nothing, up against Reynalds' Bandits, which consist of a small army, and the Raiders and Pirates, both of whom are building their own? The knowledge that you have to protect two almost-useless allies who do nothing but [[MostAnnoyingSound scream at you]] every time the enemies look menacingly at one of their caravans? The way that there are almost no resources near your base, forcing you to herd sheep ''across the map'' just to get enough resources so your enemies don't wipe you out with one misplaced sneeze? The way that even if you somehow manage to destroy the first two enemies, the third is probably so well entrenched by this point that it'll take an hour and a half to defeat him?

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** The second level of the Saladin campaign. Where campaign, ''Lion of Arabia''. You're tasked with destroying Reynald's Bandits, Reynald's Raiders, and Reynald's Pirates, while protecting the cities of Aqaba and Medina. Reynald's Bandits consists of several groups of Castle Age-strength units scattered across the map, Raiders has a well-defended fort along the upper edge of the map, and Pirates is holed up on an island across the sea. You start in the Feudal Age, with a miniscule base and next to start? The fact that no starting resources or military units. Aqaba and Medina are completely useless; all they can do is annoy the shit out of you with the same soundbites every time one of their caravans gets killed. You can't venture into the ocean without your ships getting sunk by the Pirates, and the Raiders will take the offensive very quickly. Even worse, while most teams in this scenario are still restricted to the Castle Age, while your enemies can go all the way Reynald's Pirates ''aren't'', and they have no problem showing up to Imperial? The way that you start out with almost nothing, up against Reynalds' Bandits, which consist of a small army, Galleons and the Raiders and Pirates, both transports full of whom are building their own? The knowledge that you have to protect two almost-useless allies who do nothing but [[MostAnnoyingSound scream at you]] every time the enemies look menacingly at one of their caravans? The way that there are almost no resources near your base, forcing you to herd sheep ''across the map'' just to get enough resources so your enemies don't wipe you out with one misplaced sneeze? The way that even if you somehow manage to destroy the first two enemies, the third is probably so well entrenched by this point that it'll take an hour and a half to defeat him?Cavaliers.
30th Nov '15 2:12:38 PM Berrenta
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** TwoWords: [[NintendoHard Thaddis Sabbah]]. As mentioned above, the scaling enemy fleets can make parts of the game ridiculously difficult, but this level takes it up to eleven. Your objective is to rescue a prisoner from a space station. The fleet guarding said station ''at least'' outnumbers your own three to one. You can only have two battlecruisers at the same time - your enemies will have seven - and as mentioned on the ''VideoGame/{{Homeworld}}'' main page, their fighters will possibly outnumber every fighter you've built in every mission in the entire game combined. If you're unlucky, you could easily spend something like a third of the total playtime on a playthrough trying to beat this one mission. ''Out of 14''. The difficulty was nerfed in a patch, with good reason.

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** TwoWords: [[NintendoHard Thaddis Sabbah]]. As mentioned above, the scaling enemy fleets can make parts of the game ridiculously difficult, but this level takes it up to eleven. Your objective is to rescue a prisoner from a space station. The fleet guarding said station ''at least'' outnumbers your own three to one. You can only have two battlecruisers at the same time - your enemies will have seven - and as mentioned on the ''VideoGame/{{Homeworld}}'' main page, their fighters will possibly outnumber every fighter you've built in every mission in the entire game combined. If you're unlucky, you could easily spend something like a third of the total playtime on a playthrough trying to beat this one mission. ''Out of 14''. The difficulty was nerfed in a patch, with good reason.
16th Nov '15 7:39:24 PM TheKaizerreich
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* ''VideoGame/CommandAndConquerRedAlert'' has the second to the last Allied mission taking place inside a Soviet tech center. The objective is to send your engineers to place charges on the generators within a time limit. You're split into two teams having to shoot through hordes of enemies and you're likely lose units quickly. The former mission to actually ''get into'' the Tech Center is also pretty damn stupid, because you are at some (random!) point given a time limit before the Soviets nuke all of Europe (which you have to prevent) without warning, there's hardly any ressources near the starting point and the enemy base is among the best defended in all the missions.

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* ''VideoGame/CommandAndConquerRedAlert'' has the second to the last Allied mission taking place inside a Soviet tech center. The objective is to send your engineers to place charges on the generators within a time limit. You're split into two teams having to shoot through hordes of enemies and you're you'll likely lose units quickly. The former mission to actually ''get into'' the Tech Center is also pretty damn stupid, stupid due to starting with a truly tiny amount of forces and hardly any minerals to get money from.
** Similar to the above is the first indoor mission for the Allies, which sees fit to ask you to disable 4 nuclear missile silos from the inside, for which you are given only a tiny team of soldiers of which most in turn are unarmed, while the enemy has many more rifle soldiers, attack dogs which will OneHitKill yours, flamethrower towers are more. Plus you are given a time limit that, depending on your performance in the mission ''before that'', may not even be enough to finish and you are given no warning whatsoever.
** Speaking of, the mission before the first Allied indoor mission is yet another ThatOneLevel,
because you are at some (random!) point given a time limit before the Soviets nuke all of Europe (which you have to prevent) prevent), again without warning, while there's hardly any ressources near the starting point (so you have to go north where enemy artillery are already waiting) and the enemy base is among the best defended biggest encountered in all the missions.whole game ''and expansions''.
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