Rise of the Triad: Ludicrous Edition

Rise of the Triad: Ludicrous Edition

Revenge of The Triad [1.0]
8 Comments
emjeeman 9 Jul @ 8:31pm 
Played through the rest of the campaign. Sorry, but the later chapters aren't improvements over the major issues with the first one. Like I said, pretty much every level has at least one obnoxious instant death obstacle that ruins the fun for people who don't save scum. Usually involving fireballs or fire columns. Again, it's not fun. There should be secrets or viable tactics/strategies to deal with these, to reduce that unforgiving difficulty. Instead, the player has to rely on luck or trudge through it.
emjeeman 6 Jul @ 10:10pm 
Please don't delete/remove any levels being replaced. Maybe keep them in warp-only slots, or release them separately. For archival purposes. I'd like to ideally keep backups of all the fan-uploaded workshop RTLs/content for this game.
Soviet Garfielf  [author] 6 Jul @ 2:41pm 
@emjeeman Thanks for the criticism! I'll ask to have patience and try to reach the later chapters that are WAY better and more interesting. The first chapter sucks and I have plans to do a remake of this RTL and get rid of this shitty levels.
emjeeman 5 Jul @ 10:56pm 
How are the levels simple, and fun, when nearly every turn of a corner has a ridiculous trap or hazard setup to navigate? This seems like it was hoping to one-up EROTT, but failed to see what made that pack redeemable. Every seemingly insane and hard part of EROTT has a secret, or similar, nearby to completely break the difficulty. Here, I take a few steps of progress just to be faced with the next insane fireball obstacle, check all around only to realize there is absolutely no shortcut, bypass or at least an asbestos vest. First level has an insane crossing with alternating fireballs. with single-spaced safe spots. Second level has a key to take that's being bombarded by 3 fireball traps; so basically, EROTT but worse. It also has a section where you're going against the direction of boulders in a long hallway, with the "safe zones" between boulders containing fire chutes. If all the levels in this rtl are like this, it's definitely not worth playing.
Soviet Garfielf  [author] 12 Sep, 2024 @ 5:35pm 
@Cpt.Jingo Hello! Firstly, I want to thank you for playing my campaign, it means a lot for me. About the problems: I am looking forward to update my level pack and fix this problems. There is a lot of levels that I want to go back and make something better. The first episode is the worst in my opinion. "Mount Pain" and "Boot Camp" are very mediocre/bad levels. Remaking "Serpent on the Mount" is what I want to do first. For other improvements, I do plan to add more weapons, health pickups and actually make this mappack easier. I gotta say that episode three is my favorite, I just loved every second of the time I was spending developing its levels. Keep in mind that I'm not going to ignore this and I'll probably fix this issue in later versions. Thank you for the comment!
Cpt.Jingo 12 Sep, 2024 @ 2:41pm 
I played through the entire campaign and indeed there were some excellent ideas at play here, but I feel like it could've been better if there were more options to approach enemy encounters, I played on Hard so not having enough rocket/health pickups around the levels was really stressing, I feel like stock ROTT levels are always very mindful of giving players a fair challenge by filling secret areas with weapons and health to reward exploration/skilled players, it's not like Doom where you just run and gun enemies, rott requires strategy and some combat planning since enemies are really spongy and impossible to run past. having to backtrack through entire areas after getting a key to open a door also got rather old quick.

Still, I commend you for even doing this many levels, it takes a lot of hard work and dedication to put out something, -I can't even make a simple room in the map editor-, I personally would love to see you improve and give me more reasons to keep playing rott!
Soviet Garfielf  [author] 30 Jun, 2024 @ 11:21am 
@tcassat Hello! Thank you for playing. I gotta say something: I really don't like the first levels. I was really bad at designing levels and they are pretty incomplete. I didn't remade them because I don't have a lot of time. And they are... ok. Headquarters are the best level so far of that episode. I'd recommend you to still beat this episode because the other three are way, way better experiences. Sorry for that. Maybe I'll update that levels with more health pickups. Thanks for the comment!
tcassat 29 Jun, 2024 @ 7:29pm 
Hi. I'm on the sixth level at the moment (boot camp), and I've done the secret level too.

One problem for me is that the levels are not friendly for those who play without saving (using the lives system). It's necessary to put more bonuses in the levels for the player to collect in order to accumulate some lives, since the levels are long and have few items to fill the HP.

The first four levels are OK, but they seem more like a battle of attrition to me, because there are several simple encounters, but you have to be very careful because there aren't many opportunities to fill up HP.

The fifth level (headquarters) was my favorite, mainly because I started with the flame thrower from the secret of the previous level. I also found it amusing that there are several recognizable parts such as the cafeteria, showers, etc.

The sixth level (boot camp) has "pick a path" traps which is not good design. I stopped playing there after getting angry that I died in the elevator (not my fault).