The 5 Most Annoying Maps & Mission Types


Agonus

 

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Originally Posted by Quinch View Post
Heh. I remember this one custom map, I think it was called Chinese Box, where you started in a small cubic chamber with a small cube simply consisting of six doors in its middle - except each of those doors led to its own {hyperspatial?} network of tunnels. I have to admit, though, trying to find my way around most Descent levels was frequently frustrating.
The map was very hard to follow, is all, and the original Descent's shot on shiteo graphics (even for its time) made everything more confusing than it had any reason to be. Descent 3, by contrast, had maps that looked like actual buildings (as opposed to Heretic caves), your ship auto-levelled to the horizontal (the stupid thing!) and the map was more spaced out with easier controls for rotating it. Besides, the levels were more linear. Pity it's using a pre Half-Life engine.

I actually revisited Descent 3 recently, and it's still a pretty good game, despite the fact that I'm constantly battling my ship's tenacity in auto-levelling itself, or the fact that mouse look for this game sucks on toast. The mere fact that I can come into a room look around, exit through the ceiling and come into a long vertical shaft with tunnels off the side from time to time sells me on that game. It's non-planar, and proud of it.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Carnifax_NA View Post
Rescue 21 Magicians from the Circle of Thorns


Had this one on Carni for months and months (it was before we could drop missions), could never find the last one.

After a while I just started to wish the CoT would get a move on with their damn ritual. I mean ingame they had those magicians hostage for YEARS!!!
Personally, that's one of my most favourite missions, and I'll explain why. Every time I get on a team doing this mission, I get to listen to people whine and complain like babies, ignoring my reassurances that it it'll be just fine and that I'll help them through it. Sure enough, they rush ahead and I have to mop up behind them, usually finding on average 10 mystics that they missed because they didn't look. By the end when it's all over, it's satisfying to see their bewilderment as to how this wasn't as difficult as they thought it would be this time and being unable to understand why.

It's one of my favourite missions because it actually requires you to explore all those little rooms that most people just assume hold nothing of interest. There's nothing hidden in it. You just need to look.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Originally Posted by Samuel_Tow View Post
Personally, that's one of my most favourite missions, and I'll explain why. Every time I get on a team doing this mission, I get to listen to people whine and complain like babies, ignoring my reassurances that it it'll be just fine and that I'll help them through it. Sure enough, they rush ahead and I have to mop up behind them, usually finding on average 10 mystics that they missed because they didn't look. By the end when it's all over, it's satisfying to see their bewilderment as to how this wasn't as difficult as they thought it would be this time and being unable to understand why.

It's one of my favourite missions because it actually requires you to explore all those little rooms that most people just assume hold nothing of interest. There's nothing hidden in it. You just need to look.
Wow. I never thought of looking for them. Silly me.



On the plus side it may have been horrendously boring but the repeated attempts did mean I know know the spawn points for CoT maps like the back of my hand now.


 

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The low level "defeat ten Circle of Thorns in Perez" mission; no, I don't want to fight large CoT spawns with Madness Mage bosses and me with no mezz protection yet.

The endless hunt missions heroside in the 20-24 level range. Individually most aren't so bad, but there are so many of them.

The Defeat 20 Council in the Pit mission in Sharkhead, which almost always shows up when even minions there are purple to you.


Arc #40529 : The Furies of the Earth

 

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Originally Posted by Obscure Blade View Post
The low level "defeat ten Circle of Thorns in Perez" mission; no, I don't want to fight large CoT spawns with Madness Mage bosses and me with no mezz protection yet.

The endless hunt missions heroside in the 20-24 level range. Individually most aren't so bad, but there are so many of them.
I usually go around that by searching for a Lv50 in Pocket D and ask them nicely if they could sidekick me for a while.

Nothing speeds up outdoor hunts like several dozen levels' advantage over your victims.


 

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Originally Posted by Carnifax_NA View Post
Wow. I never thought of looking for them. Silly me.
So you'd think, but everyone I've teamed with on this mission treated it like a rush for the boss, ignoring dead end rooms, chambers off the beaten path, corners and other locations where enemies might be, but you don't necessarily have to pass through to get to the "end" of the map. In one room my team blazed through, I found two hostages in a room off to the side that they'd have missed and then had to backtrack for, and in another I found a hostage in a hole in the ceiling.

I've done this mission dozens of times and only had to backtrack twice, both times to locations I remembered I'd forgotten to check when I came up short. Yes, it's a long and involving process, but it's a large mission.

*edit*
That's not to be a dick and criticise you in particular. But in my experience, many people suffer for not exploring side rooms, and then go ahead to curse the missions for having them.


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Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

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Missions that state to complete X. But when you complete X then you have to go back and kill everything. I ran into so many of these over the weekend. If all I have to do is stop X, and I stop X, I shouldn't have to go back and defeat EVERYTHING. Makes playing a stealth type character annoying.

Whoever designed the nazi fish farm room...I have a quesion. WHAT THE H*** WERE YOU THINKING?


No one pays attention to me, cause I listen to the voices in my head.

 

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Originally Posted by Samuel_Tow View Post
So you'd think, but everyone I've teamed with on this mission treated it like a rush for the boss, ignoring dead end rooms, chambers off the beaten path, corners and other locations where enemies might be, but you don't necessarily have to pass through to get to the "end" of the map. In one room my team blazed through, I found two hostages in a room off to the side that they'd have missed and then had to backtrack for, and in another I found a hostage in a hole in the ceiling.

I've done this mission dozens of times and only had to backtrack twice, both times to locations I remembered I'd forgotten to check when I came up short. Yes, it's a long and involving process, but it's a large mission.

*edit*
That's not to be a dick and criticise you in particular. But in my experience, many people suffer for not exploring side rooms, and then go ahead to curse the missions for having them.
I pored through the map, backtracking and exploring every (so I thought at the time) nook and cranny. If it'd been 21 glowies I'd probably have heard it as I passed as well.

Nowadays of course I'd have found it pretty easy thanks to the change where it would have shown me that last damned one cowering in an obscure corner somewhere once I'd found the rest.


 

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Originally Posted by Placta View Post
My least favorite mission is from Unai Kemen's arc: Defeat all psychic Clockwork on the outdoor factory map. That map isn't suited to a defeat all, and there could not be a worse choice of enemies for it than Clockwork (flying, vulnerable to knockback, gears that run off if they get the chance).
I think that one is definitely on my list of least favorite missions. That map's way too huge for a defeat all, plus the multiple levels make it easy to accidentally knock a guy down a hundred feet and lose him.

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Originally Posted by Psycho_Sarah View Post
Missions that state to complete X. But when you complete X then you have to go back and kill everything. I ran into so many of these over the weekend. If all I have to do is stop X, and I stop X, I shouldn't have to go back and defeat EVERYTHING. Makes playing a stealth type character annoying.
Those are my bane. I don't recall seeing them outside of old hero content, though, which I guess is just another mark against old hero content in my book.

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Originally Posted by Forbin_Project View Post
What's so annoying about toggle auto attack and read a book/watch tv?
Well, for one thing, that mission has patrols. Yeah, you can eliminate them, but it's one roadblock to doing that. I also found that I completed it about four times as fast actively attacking instead of having one power on auto, but I'm sure that varies from character to character.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Eva Destruction View Post
Multiple hostages on those outdoor city maps with a million places for them to hide. Multiple hostage with different names (so targetcustomnext doesn't work) are even worse.

Multiple blinkies on giant outdoor maps or the cargo ship map. Especially multiple blinkies that don't disappear when you click them (so targetcustomnext keeps targeting blinkies you've already clicked), and the blinkies fade in so they're hard to see.

Multiple lead-outs on big maps.

Any mission where I have to keep an ally alive or the mission will fail. The allies are inevitably squishy and stupid and attach themselves to the tank. Double bonus points when the mission is against Nemesis, in which case the allies are squishy, stupid, and stick to your behind like glue until there is a lieutenant to chase down and kill first. Then they do that, then resume standing right next to you.
I gave up on Serpent Drummer's arc for this reason. You'd think a Tanker, even if you are Fire/Fire, would be able to handle the "Protect Lady Grey" mission, but I managed to fail it before I even cleared the room she was in. I overdid the AoE a little, and the Warhulk that spawned in the guard group proceeded to drop a triple-Vengeance Ignite patch underneath LG... who decided to just stand in it and die, since I hadn't "rescued" her yet.

Then, of course, comes "rescue the Ambassadors", where the first ambush managed to run into Vengeance range of the first spawn as I was taking down the lieuteneants, and the Rikti ambassador ate a triple-Venged alpha strike from a +0/x4 spawn. Another mission failed in record time. I would have really appreciated a "Thanks, but no thanks" option for "allies" - they stand there, still vulnerable, and stay out of the hot zone.

Frankly, I don't really mind the Vengeance - a resistance tanker isn't taking that much more damage from a Venged spawn. But if I'm protecting idiotic, squishy mission objectives, it's really noticeable.


 

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I don't mind the "Defend the Circle" mission. I've successfully soloed it a couple of times and rather enjoyed it. I think it was because I had scrappers, and I always opened up with their AOE.

I hate caves of any variety. Blue, mines, Oranbega. I won't play CoT arcs because them. The Council ones don't bother me as much.

It's funny how people mention the pancake cave room, which I despise, and masterminds. Whenever I was running paper missions on my MM, it seemed like got that one every other one. So annoying.

It's the combinations that are annoying. Kill alls on certain maps, glowies on other ones, etc.


Learn modesty, if you desire knowledge. A highland would never be irrigated by river." (Kanz ol-Haghayegh)

 

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Originally Posted by Psycho_Sarah View Post
Whoever designed the nazi fish farm room...I have a quesion. WHAT THE H*** WERE YOU THINKING?
I'd like to know this as well. Not from a "This is hard" perspective, although it is annoying, but... what are those? I'm guessing it's not really a spa or a trout farm. Cooling tanks for the equipment? I hope that's not their drinking water with a werewolf sitting in the middle of it.


 

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Has anyone mentioned the hostage rescue missions on Oranbega, with that one piece of the map where one hostage and their guards are hiding in an optically camoflagued cul-de-sac?

Yeah, that one's a bother.


Eastern Standard Time (Australia)
is 15 hours ahead of
Eastern Standard Time (North America)
which is 5 hours behind
Greenwich Mean Time (GMT)

 

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Originally Posted by Willowpaw View Post
At least on that map, if it's the same one I'm thinking of (elevator to immediate right of entrance, elevator to left of closed doors, and one off to the left of the room behind the closed doors), the objective will usually be through that second vator, then at the end of the long hall where there is that ramp and small platform of doom with another closed door on the other side, behind which is where you need to get to.
Yes, that's the one... but this one had TWO escort objectives, which threw a monkey wrench into that "usually" thing. I kept losing track of where I'd already been, and the fact that there are like eight different floors total, that aren't all arranged vertically, did not help n the slightest.


 

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Originally Posted by scene_eu View Post
oh this indeed!

That and cake cave.... With an mm... On x8 setting
raaaaaggeee


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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1. Destroy the meteor and find lazurus in the Pilgrim Arc.
2. Protect the Henges from Red Caps (15min Timer).
3. Stop X amount of Fir Bolg escaping through Portal mish.
4. Anything that involves Portals and CoT.
5. Any Mish that is over 1.5miles from any train stn/Ferry.


Too many 50's to list here's a few you may know.
Slazenger, Area51, Area53, Area54, Erruption, Mind Plague, Thresher, Sheath, Broadside, Debt

 

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Originally Posted by JohnnyKilowatt View Post
No one brought up the Nemesis Mole Machines mission? aka "push attack buttons for an hour straight on inanimate objects."

Of course, I won't blame anyone if they purged it from their mind.
And of course that damn mission is not auto-completable either.

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Originally Posted by Lucky View Post
My mosted hated mission is save the 4 MU mystics in St.Martial so many wailers so many ambushes it gets really really hairy on bigger teams with so much -res flying around.
What I hate about that one is that the 4 Mu are randomized among the two destinations, so chances are very good that you will backtrack repeatedly just to get them all to where they need to go and cannot pick up more than one of them at a time despite some of them being close to each other.

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Originally Posted by Eva Destruction View Post
Am I the only person who doesn't mind the Council/5th fish farm? There are other Council maps that are far worse, like those 4-way junction rooms with a hundred tiny little corridors and stairways which are always where the blinkies are hidden.
I don't find the Council cistern to be problematic at all, I guess some people just have no sense of spatial awareness.

The layer cake room is far, far worse with all the random holes that you (and your pets) can fall through, especially as those holes become nearly invisible depending on your camera angle since all the cave surfaces are the same damn color and there are no shadows being cast to give away the positions of the holes.


 

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The cave cake room.

The fish farm room.

The second mission from Praetor White where you rescue the 4 cops. It randomly alternates between 2 maps. One is a mostly a big block room which isn't so bad. The other is a lllllllllllllllllllooooooooooooooooooooooooonnnnnn nnngggg series of staircases and winding hallways that the ADD cop AI struggles to follow you through.

And speaking of Praetoria, the "Surprise!" mission objectives can get annoying. For example, suddenly learning you have a glowie to find in 2 minutes on a multi-floor office maze that's also on (damage-dealing) fire? Who thought that bit of insanity was a good idea?

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Originally Posted by M_I_Abrahms View Post
My personal hell: Escort Hostages on the PTS map. Actually, ANY mission on that map. I can't quite pin down why, but I hate HATE that one with a passion.
'Aye, agreed.


Tales of Judgment. Also here, instead of that other place.

good luck D.B.B.

 

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Originally Posted by Agonus View Post
The second mission from Praetor White where you rescue the 4 cops. It randomly alternates between 2 maps. One is a mostly a big block room which isn't so bad. The other is a lllllllllllllllllllooooooooooooooooooooooooonnnnnn nnngggg series of staircases and winding hallways that the ADD cop AI struggles to follow you through.
I've never gotten the block room. That giant tunnels map is a pain in the butt to lead the cops through, yes.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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You know what puzzles me?

We have so many maps with prison cells in them yet the only missions that even use them for holding NPC prisoners are the mayhem missions and the level 30-40 vigilante morality mission. Why the heck doesn't anyone else ever think to lock their prisoners in the PRISON when it is available?


 

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Originally Posted by Kelenar View Post
I've never gotten the block room. That giant tunnels map is a pain in the butt to lead the cops through, yes.
I only ever seem to get the block room when teamed, but I don't think it's worked that way every time either.


Tales of Judgment. Also here, instead of that other place.

good luck D.B.B.

 

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Originally Posted by Lazarus View Post
You know what puzzles me?

We have so many maps with prison cells in them yet the only missions that even use them for holding NPC prisoners are the mayhem missions and the level 30-40 vigilante morality mission. Why the heck doesn't anyone else ever think to lock their prisoners in the PRISON when it is available?
Each prisoner needs to be assigned at least two personal guards to scowl at him while he cowers. It gives that personal feel.


Having Vengeance and Fallout slotted for recharge means never having to say you're sorry.

 

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Originally Posted by Kelenar View Post
Each prisoner needs to be assigned at least two personal guards to scowl at him while he cowers. It gives that personal feel.
True. Nothing gives that professional touch like Hired Goons.


 

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Has anyone mentioned the "Protect the Glowie" missions? I just failed another one. They go out in two hits.


 

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Originally Posted by Slazenger View Post
...
2. Protect the Henges from Red Caps (15min Timer).
For many of my toons it was 15 minutes AFK mission.

New ambush is spawned only after you defeated previous.
Leave one minion from the ambush alive and if you can sustain his attacks by any means (debuffs, +def, +res, self heals, etc.) you can go afk for 15 minutes.