History ThatOneLevel / RealTimeStrategy

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''.
16th Nov '15 7:31:20 PM TheKaizerreich
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* One particular late game Nod scenario in ''VideoGame/CommandAndConquerTiberianSun'' tasks you with finding a UFO with Kane's Tacitus inside. You are given three light infantry, three engineers, two light buggies, and one attack cycle. There's a sizable GDI presence on the map, including a couple of Titans that will catch up to you if you pause for too long and will annihilate you if they do. After you sneak your way around the map to the UFO, you find that Vega snatched the Tacitus and have to stop the train before it leaves. You sneak back around the map to Vega's base, and have to dash past his defenses and ''pray'' you've got enough oomph left in your tiny force to destroy the train before Vega's men either catch up to you and finish you off. Oh, and if you're too slow to reach the train, an engineer repairs the broken bridge, and the train leaves. If you lose your attack cycle (and might I add, attack cycles are the epitome of FragileSpeedster), then chances are good you won't be able to stop the train.

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* One particular late game Nod scenario mission in ''VideoGame/CommandAndConquerTiberianSun'' tasks you with finding a UFO with Kane's Tacitus inside. You are given three light infantry, three engineers, two light buggies, and one attack cycle. There's a sizable GDI presence on the map, including a couple of Titans that will catch up to you if you pause for too long and will annihilate you if they do. After you sneak your way around the map to the UFO, you find that Vega snatched the Tacitus and have to stop the train before it leaves. You sneak back around the map to Vega's base, and have to dash past his defenses and ''pray'' you've got enough oomph left in your tiny force to destroy the train before Vega's men either catch up to you and finish you off. Oh, and if you're too slow to reach the train, an engineer repairs the broken bridge, and the train leaves. If you lose your attack cycle (and might I add, attack cycles are the epitome of FragileSpeedster), then chances are good you won't be able to stop the train. Did we mention this is only ''Mission 5''? Have fun.
12th Nov '15 2:24:23 PM Taxi-Pizzatime
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*** The last mission in the "Sylvanas Windrunner" story arc "A New Power In Lordaeron" can hurt your brain compared to the previous base-building missions. What makes it painful is the the Undead in the main city at the center is protected by Burning Legion demons as well as Balnazzar himself (A Dreadlord hero on crack). The main army will repeatedly send powerful summons to Garitho's Alliance army to distract you from planning your attack. After demolishing the support camps on the edge of the map, you'll likely attempt to assault the capital with both of your armies, only to see that the Undead army and the Burning Legion support can easily turn your troops to bloody goop. After a few hours of failing, you may then realize that it is best to teleport your Alliance army over to your Undead one (or vice versa) for a steamroller attack, but even this does not make the assault easy.

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*** The last mission in the "Sylvanas Windrunner" story arc "A New Power In Lordaeron" can hurt your brain compared to the previous base-building missions. brain. What makes it painful is the the Undead in the main city at the center is protected by Burning Legion demons as well as Balnazzar himself (A Dreadlord hero on crack). The main army will repeatedly send powerful summons to Garitho's Alliance army to distract you from planning your attack. After demolishing the support camps on the edge of the map, you'll likely attempt to assault the capital with both of your armies, only to see that the Undead army and the Burning Legion support can easily turn your troops to bloody goop. After a few hours of failing, you may then realize that it is [[GuideDangIt best to teleport your Alliance army over to your own Undead one one]] (or vice versa) for a steamroller attack, but even this does not make the assault easy.
10th Nov '15 12:21:40 PM Taxi-Pizzatime
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*** The last mission in the "Sylvanas Windrunner" story arc "A New Power In Lordaeron" can hurt your brain compared to the previous base-building missions. What makes it painful is the the Undead in the main city at the center is protected by Burning Legion demons as well as Balnazzar himself (A Dreadlord hero on crack). The main army will repeatedly send powerful summons to Garitho's Alliance army to distract you from planning your attack. After demolishing the support camps on the edge of the map, you'll likely attempt to assault the capital with both of your armies, only to see that the Undead army and the Burning Legion support can easily turn your troops to bloody goop. After a few hours of failing, you may then realize that it is best to teleport your Alliance army over to your Undead one (or vice versa) for a steamroller attack, but even this does not make the assault easy.
7th Nov '15 5:30:07 PM Berrenta
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* ''VideoGame/CommandAndConquerRedAlert2'' penultimate Soviet Mission. The enemy can attack rapidly, mind-control your units, and is highly resistant to artillery attacks (since your artillery units' projectiles get shot down). The enemy has the IronCurtain which makes it units invincible for a time. They will spawn Terror Drones which can't be easily removed from your vehicles without Allied units, forcing you to keep all your tanks next to multiple repair yards. There are very limited resources, and the enemy will gladly throw its full might against the few outlying oil derricks that you might capture. If you successfully turtle, you can nuke the objective building, and there's also a few passages that you might not notice because you're too busy trying to turtle. Sending your initial Kirovs to force-bomb the passages to your base also helps, but is far from perfect.

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* ''VideoGame/CommandAndConquerRedAlert2'' penultimate Soviet Mission. The enemy can attack rapidly, mind-control your units, and is highly resistant to artillery attacks (since your artillery units' projectiles get shot down). The enemy has the IronCurtain Iron Curtain which makes it its units invincible for a time. They will spawn Terror Drones which can't be easily removed from your vehicles without Allied units, forcing you to keep all your tanks next to multiple repair yards. There are very limited resources, and the enemy will gladly throw its full might against the few outlying oil derricks that you might capture. If you successfully turtle, you can nuke the objective building, and there's also a few passages that you might not notice because you're too busy trying to turtle. Sending your initial Kirovs to force-bomb the passages to your base also helps, but is far from perfect.
4th Nov '15 11:13:25 AM businka
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* ''VideoGame/CommandAndConquerRedAlert2'' penultimate Soviet Mission. The enemy can attack rapidly, mind-control your units, and is highly resistant to artillery attacks (since your artillery units' projectiles get shot down). If you successfully turtle, you can nuke the objective building, and there's also a few passages that you might not notice because you're too busy trying to turtle.

to:

* ''VideoGame/CommandAndConquerRedAlert2'' penultimate Soviet Mission. The enemy can attack rapidly, mind-control your units, and is highly resistant to artillery attacks (since your artillery units' projectiles get shot down). The enemy has the IronCurtain which makes it units invincible for a time. They will spawn Terror Drones which can't be easily removed from your vehicles without Allied units, forcing you to keep all your tanks next to multiple repair yards. There are very limited resources, and the enemy will gladly throw its full might against the few outlying oil derricks that you might capture. If you successfully turtle, you can nuke the objective building, and there's also a few passages that you might not notice because you're too busy trying to turtle. Sending your initial Kirovs to force-bomb the passages to your base also helps, but is far from perfect.
16th Sep '15 12:43:55 PM kablammin45
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** In the [[VideoGame/PlantsVsZombies2ItsAboutTime sequel]], we can pretty much just throw the entirety of the Big Wave Beach area under here, particularly the hellish second half of the world. The area introduces [[DemonicSpiders some of the toughest and most annoying zombies in the game]], many of the new plants you are given are not being very effective in beating said new zombies, and the tide mechanic frequently [[ScrappyMechanic is difficult to work with]]. To make matters worse, it's also the longest world in the entire game for whatever reason.
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