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item asylum has it's fair share of maps, each of them bringing something different to the table. However, if you happen to be playing on these maps detailed below, your in for a very bad time.


Maps

  • Rooftops, consisting of what effectively amounts to tiny platforms suspended over Bottomless Pits, is sometimes quite miserable to fight on because of how many weapons suddenly become extra lethal due to knockback or ragdolling (which usually causes players to slip off the wooden bridges even if they're standing still.) It was even taken out of rotation for a while for this very reason until an update added it back.
    • For the same reason as Rooftops, Beta Islands is a very hard level to survive in, due to the lack of ground making it easy to fall off. And for some forsaken reason, this map is whitelisted as a Juggernaut map, and all of the Juggernauts have at least one ability that deals knockback.
  • Chimney Canopy is extremely perilous compared to the above, with very few locations to traverse without threat of being knocked off by someone.
  • Smallplate traps all 16 players onto a very tiny platform over the abyss. It's incredibly difficult to survive as a result, with weapons like the Fish almost mandatory to rack up kills (which they will do very quickly for minimal effort.) The Dead Snow update later reduced its round time to that of Stud and Wide Stud due to how cramped it was.
  • Baseplate 2021, for the complete opposite reason of the above maps. It's a large, flat stage with Bottomless Pits not unlike Baseplate, Happy Home or Hatsune World. The problem? This map is so large that walking all the way to one of the edges from spawn takes a full minute, and with no feasible walls or edges to corner other players against, players with good ranged weapons Note  get to have a field day as nobody can catch up to them without their own good ranged weapon.
  • Asylum, fittingly enough, is one of the most claustrophobic maps in the game, and to make matters worse unlike Spiketop, there is no cover at all, meaning that with certain exceptions such as Wand or Fish, most items that rely on knockback don't work here, meaning that the only way to survive is to get an melee item that has an insane time-to-kill ratio, and the surprising amount of kills on this map means that upgradable items such as Smile or M1911 have free reign over here.
  • Red Light, Green Light is mostly faithful to its source, but there's one big major catch; You aren't safe even after crossing the red line. This means should you even move a single inch (which includes from external sources such as being knocked back by Wand), you're dead. Not to mention the space is small and claustrophobic, meaning items like Fish have free reign over here.
  • For a lobby example, Glass Bridge. Normally, the obby is considered an optional part of the game such as Castle, but here, the stage selection is located at the end of the obby. This means having to guess which glass panel isn't going to shatter beneath your feet and make you fall down, wasting valuable time to vote, and if you're unlucky, you cannot even vote at all, leaving you at the mercy of whatever else the players voted for, and god forbid it's the aforementioned levels...

Gamemodes

  • Gun Game. The game only leaves you with a set consisting of a melee weapon and a ranged weapon, but never a misc weapon. And since the only way to progress revolves around killstealing, as mentioned in the Scrappy Mechanic entry, this is more frustrating that it sounds, especially if you happen to be hobbled with some of the Low-Tier Letdowns. Some items were even removed because the very fact that they were Joke Items means that they could potentially turn the gamemode Unintentionally Unwinnable.
  • Zombie Survival, as of Dead Snow. Ever since Special Infected were added, the gamemode is horrifically unbalanced towards Survivors, as they have the potential end a round very easily, not being helped with the highly dangerous Tongue Zombies, who can easily drag a survivor away from a group. To make matters worse, the payout is pretty poor if you're a Starting Infected and even you survive the round. The payout was later buffed in response to this, but that requires the Survivors to not die. As a result, it's considered to be the second-most disliked game mode behind Gun Game, which has at least a decent payout as long as you kill a player. The only reason why it's second is because of the aforementioned achievements behind it.

Zombie Surivial Exclusive Maps

  • City. Three cement towers with narrow wooden planks bridging them, bland corridors that all look the same, and bottomless pits aplenty. The chokepoints for survivors to fend off zombies are a lot more perilous than on other maps, and until the remaining survivors are made visible for all zombies, it's easy to waste time aimlessly wandering around to try and find where the action is.
  • Survial The Killer is a largely vertical stage added in the Dead Snow update, with the main thing differentiating it from past Zombie Survival maps being the presence of PortABoi the Killer. Equipped with a Mad Murderer, it moves faster than a player without any speed buffs, can three-hit kill, and only targets living players. Think you can kill it to focus on the zombies? It has an absurd health pool, and even if you do deplete it or knock it off the map, it'll just respawn moments later. Every player also spawns around the same area on the ground level of the map, including PortABoi the Killer, who can easily pick off a couple players with the help of the zombies if you spawn in an unfortunate position. Even after the start of the round, its pathing AI is surprisingly competent and can work its way up the spiraling staircases of the map to harass survivors all game long.

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