| (Pages: 1, 2, 3) | |
Muckraker Posts: 330 Joined: 9 Aug 2008 | |
Gone Gonzo Posts: 4269 Joined: 13 Aug 2008 | Dammit it's already been said, by the OP no less... Pretty much anywhere during terrorist hunt in Vegas 1&2... The AI is cheap, to the extent that you can predict what they'll do. |
Anonymous Source Posts: 6 Joined: 6 May 2008 | mine had to be in Viking Battle for Asgard near the end sequence. There must have been at least 30 enemies that crowded me in a hallway, half of wich had massive metal sheilds so I couldn't land a freaking hit on them. After about 15 swear-spawning tries later I finally got past them. |
On the Record Posts: 6472 Joined: 24 Apr 2008 | Snipers in Halo 3... Nothing like feats of skill on legendary only to be head-shotted from 9 miles away by some jackal so you can have the privilege of doing that shit all over again. GAH! So frustrating. Legendary with all skulls on is simply impossible with those snipers. Enter their field of fire and DIE. But i did it... by damn did i do it... only took me 12 hours a level but by lucifers pubic hair did i do it... |
Press Junketeer Posts: 417 Joined: 28 May 2008 | The later Sonic games were terrible for this, including the 2D ones on GBA and DS. In the older MD variants, the enemies will be placed perfectly so that you always have the chance to react when one pops up on screen, no matter how fast you're going. However in the newer games the developers just got lazy and would throw enemies and spikes on the edge of platforms where you couldn't possibly avoid them without prior knowledge that they are there. That's bad level design. |
Pulitzer Laureate Posts: 888 Joined: 14 May 2008 |
I've always wondered about this... does 'all skulls' include iron, black eye and blind? Because if it does you truly have my respect. |
Anonymous Source Posts: 9 Joined: 5 Oct 2008 | Big one that comes to mind is the sniping level on Call of Duty 4, I'm sure many can relate! On veteran especially, it's just plain awful. I can't attribute a specific 'placement', they're just fracking everywhere! It brought my already limping attempt at beating the game on veteran difficulty to a brutal and unceremonious end! |
Gone Gonzo Posts: 1214 Joined: 9 Dec 2007 |
Absolutely. I think there's a difference between 'good AI' and 'Godlike' that the developers failed to determine. |
Gone Gonzo Posts: 1220 Joined: 4 Jul 2008 | Last Carnales mission in saints row(any one who played knows what i'm talking about) it takes you about 6-11 playthroughs just to figure out where the guys with RPG's are,then another 5-7 tries to kill them all, then like 3 more tries to get the plane down. Incredibly |
Beat Writer Posts: 163 Joined: 14 Apr 2008 | COD4 defiantly, enemies often spawn behind you and on Legendary it's just really frustating to be killed by a guy that came from a building you just cleared. |
Gone Gonzo Posts: 2693 Joined: 6 Jun 2008 | Jet Force Gemini has enemies that spawn behind you as you walk down a hallway with side passages, damn annoying. |
Gone Gonzo Posts: 2924 Joined: 30 Jun 2008 |
I got that a lot while playing. Did the Crab help at all? |
Gone Gonzo Posts: 1587 Joined: 5 May 2008 | Both of mine have already been said. Pretty much any enemy in RB6 Vegas 1 or 2 on realistic difficulty (Took me ages to beat the second one and I never even got the achievement because I did the last level on co-op >.<). And of course the snipers in Halo 3 on legendary, which I have yet to beat. I got frustrated after continuously retrying the same checkpoint for about two days straight and shut that mofo off. |
Press Junketeer Posts: 369 Joined: 3 Sep 2008 |
More like there's a difference from 'godlike' and 'realistic' AI |
Gone Gonzo Posts: 2381 Joined: 6 Mar 2008 | The sniper level in MOH: Allied Assault. That entire map was an exercise in repeated failure and frustration. |
Wordsmith Extraordinaire Posts: 10318 Joined: 28 Nov 2007 | Going old school here and, after careful review of the AVGN's video of it, the enemies on any of the shmup levels on the NES Silver Surfer. Especially the turrets. |
Gone Gonzo Posts: 1063 Joined: 27 Aug 2008 | Megaman 9. There were some unfair enemy placements in that game. My first death in Concreteman's stage. Those laser shooting things that pop out of the pit. If you run and gun you are above the pit when they appear. Forcing you to fall to your death. |
Muckraker Posts: 297 Joined: 13 Sep 2008 | the crash bandicoot turtles. theres a turtle in front of me. fine. the turtle hits my and knocks me backwards. fine. rosac |
On the Record Posts: 5491 Joined: 13 Aug 2008 |
Yes! Ecpecially at the ferris wheel, once they get close and start chucking 'nades. |
Gone Gonzo Posts: 4604 Joined: 25 Feb 2008 |
They still aren't as bad as the ones from Halo 2 BAM! One shot killed by a Jackal Sniper from a position where: Queue dieing several times, with no chance of self defence because of the same sodding sniper until you figure out where he is, then pre-empt his shot. Only to be killed by the second Jackal Sniper that spawns right next to the corpse of the first. Repeat until end of game. |
Press Junketeer Posts: 355 Joined: 2 Apr 2008 |
Sonic 1 had good enemy placement? You have rose-tinted specs my friend. The flying bug-things in the first Green Hills zone set the tone - shooting an unkillable projectile attack just as you were about to jump up and hit the bug. And don't even get me started on the pink pig things with spikes on their backs in the third level. Generally gree about S2 and S3 though (apart from the star and boomerang enemies in "Metropolis Zone" in Sonic 2, they sucked.) |
On the Record Posts: 7001 Joined: 22 Aug 2008 | I'm gonna go with "Infinitely Respawning Enemies" as a placement tool in...well, most FPSes. It's not cool. It's not clever. If I want to play slow and steady I shouldn't have to kill 5 times as many enemies as the guy who plays by sprinting through the game like a madman. |
Copy Clerk Posts: 71 Joined: 14 Sep 2008 | Any indoor environment-Rainbow 6 Vegas Police officers-GTA series, Driver series, Just cause |
Gone Gonzo Posts: 2190 Joined: 4 Jun 2008 | Worst I've seen are: 1. Pretty much every guy with a sniper rifle, rocket launcher or minigun in Turok (my current death count for inhuman difficulty is in the quadruple digets). 2. The adult aliens(especially the ones that dropped down from the ceiling) in Alien 3 (on the megadrive), they ran really fast, were hard to kill, appeared at the last possible moment and if you didn't kill them the first time they run by, they appear from the same spot the next time you pass by. 3. The white zombie guys in Alone in the Dark: the new nightmare, they were pretty much designed to block up narrow corridoors (a fact made worse by the fact that the pistol couldn't kill them). |
BANNED Posts: 938 Joined: 14 May 2008 | Aliens vs Predator. When you forget to shoot an egg. User was banned for: A boss encounter one may never forget.... (Permanent) |
Gone Gonzo Posts: 4269 Joined: 13 Aug 2008 |
Of course it did. Not quite as unfair as the two Rainbow Six Vegas games, but here's another one (since people tend to ignore me when I just talk about Crabs): Tenchu Z (Ninja game for the 360) had this mission where you had to sneak past a forest road checkpoint guarded by other Ninja. I sneakily killed off all the patrols and was gingerly attempting to climb up the side wall of the checkpoint to catch the guards inside by surprise. Unfortunately a bear found me. I both hate and adore that bear at the same time. |
Gone Gonzo Posts: 3617 Joined: 7 Aug 2008 |
Yeah its was hard, but I'm not afraid to say I spent a whole afternoon grinding that level (well both of them) until I did it. And upon my momentous achievement, well I realized how sad that was. |
Gone Gonzo Posts: 2079 Joined: 1 Jan 2008 |
...What? |
Pulitzer Laureate Posts: 988 Joined: 22 Sep 2008 |
Yes! Someone else gets it! The new 2D Sonic games have been pretty good, but never live up to the classics precisely because of the level design. The originals are never really cheap; they always gave you a window for your reaction time to kick in so that you could jump over an enemy, up over that spike pit, and land just on the other side. You can conceivably run through those games at full speed, barely stopping or slowing down, provided your reaction time is good enough. Now, they just toss bottomless pits everywhere, and stick enemies in places that don't give you enough time to react to, which means that it is actually easier to beat the game going slowly than it is while going fast. That is the antithesis of a Sonic game. I love you now. Sorry. |
Beat Writer Posts: 127 Joined: 13 Sep 2008 | Star wars The force Unleashed. Snipers always postioned out of reach of that first jump plus At-Ats and a billion ground troops = suck Wow- just got off the damned thing but, i love how enimys repawn behind you ill the dungeons making backtracking or dieing at the end a hasle. |
Press Junketeer Posts: 459 Joined: 21 Nov 2007 | Supreme Command should win a prize for "Worst placement of your own base"... I swear every level put you in either 1. A wide open area which was nigh impossible to defend or 2. An area where you didn't have enough space to build everything you needed. Then it should get a silver or bronze for most annoying enemy base placement because they usually had a single entrance which was heavily guarded and were surrounded on all sides by water or mountains or who knows what. I've never sent more troops to die in any game like I used to in Supreme Commander. |
Pulitzer Laureate Posts: 988 Joined: 22 Sep 2008 |
Don't worry, they're robots. |
Copy Clerk Posts: 96 Joined: 2 Sep 2008 | The train level in 007: Everything or Nothing's a great one. Once you set off an alarm, enemies start spawning behind you, even though you started at the back of the train and cleared every little corner as you went along. And of course, given that game's controls and cover system, an enemy behind you can take half your health before you can get turned around and take care of them... |
Press Junketeer Posts: 379 Joined: 15 Sep 2008 | One Half Life 2 mod (substance, I think) placed a sniper behind a hill on the edge of the map at the section when you have to dismount from the hovercraft to open a gate. All that is visible is the top of his head, but he can still shoot you. The only way to find him is to slowly scan the entire map, cos there's no bullet trails, the muzzle flash is hidden by said hill and the area's echo masks the direction of the shot. Thankfully he can't aim for sh!t, heh. More seriously, Sniper Alley, Halo 2 lvl 2, on Legendary. It's just one bastrd sniper nest after another. There's about four covering the first corner you go around, standing in darkened windows so oyu can't land a simple headshot. Becomes one long, slow grind - then, after fighting flying and invisible enemies, snipers appear ahead of you, down a long corridor, behind you on a roof top, and interspersed on various bridges and rooftops around the square block you foolishly walked into. These are all 1 shot, insta-kill, pinpoint accurate snipers of PAIN. it's only because they shoot big purple beams that you can eventually learn all of their locations and methodically grind your way through. |
Gone Gonzo Posts: 1587 Joined: 5 May 2008 |
That game drove me to the brink of controller-through-television-set violence more times than I care to remember. It was so bloody frustrating. |
| (Pages: 1, 2, 3) | |
|
|
Not registered? Sign up for a free account! |
If you've ever played "tactical" shooters, you'll know what I'm getting at. E.G in R6 Vegas 2 I was attempting to storm a building quickly so I walked in through the door. boomf. Dead. Shotgun pellets in my face. Reload checkpoint, try again. Sometimes a game can do this to the point of extreme frustration, whether they spawn in in a stupid, badly-designed area or whether they have a shotgun pointed at the door before you walk in.
What's your most annoying enemy placement scenario?