ck3D, on 23 February 2023 - 05:54 PM, said:
I know I like them, but I'm sure it totally depends on play style. Honestly though, it's been quite a few blind playthroughs of the first level by different people that I've seen at this point, and I've observed not just that absolutely none of them ever triggered the first double tripmine trap that is there, but also that players actually felt smart upon noticing the second mine, blowing the whole set-up up with pipebombs, or luring the Liztroop into the laser. Which I actually think is pretty cool, as that means they will remember that logic for the rest of the episode and stay on the lookout as those traps remain rare, but only get worse (but never too unfair or anything a pipebomb can defuse). That one double whooper at the start of level 10 I actually kind of like because it simultaneously combines two moments from level 1: the tripmine 'puzzle' and the elevator pipebomb 'puzzle' into just one, into what's the very last Earthly room of the set, I think it's a pretty cute throwback to wrap things up at that stage. Plus it's EDF Japan, I'm sure they would do it.
Well, if others avoided that, it might have been my grief only. As I noticed, my skills of playing this game had declined a lot at late, as I don't play too many levels, while back in the glory days, I managed to beat stuff like LRWB on CGS. And playing this one helped me to improve a bit to previous levels, I had more troubles with Map2 than Map7 for example, which is vastly more difficult.
I still think the 3 tripwires (Map1 one you referred, Map2 in FTC, Map10 elevator) are too mean. A player shouldn't expect patterns for the first time. Funny, how the turret in map1 makes that one easier to dodge in skill3. It also helps you to get in there with the door open, so you stop at the liztroop. I guess I was blown up at the first time with a closed door. Map2 ones are only bad from the outside, as the wires are hard to see from the police lines. But both are okay, Map10 one is just not. At least in my opinion.
It's a bit like those "danger" falls in Map7/10, and to a lesser extent, Map1 (near the place of the wires).
But these are my "typical Watchtower" nitpicking only, I want to plan a proper review of the maps soon, so far I posted irrelevant things in this thread, not talking about the real merits of this episode. Just still want to find the time to do it, now it's busier IRL, than it was in January.