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File: 4565a.png (685 KB, 717x386)
685 KB PNG
sadistic map design
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>>12854881
What? This has nothing on the sadistic scale compared to Quake
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>>12854883
I actually cleared Quake 1 recently for the first and didn't have as much trouble
it's easier in my opinion if only because the game is divided in much smaller maps
in Turok 2, miss an objective and you have to backtrack through a huge labyrinth with little indication of where to go
I swear I've been trying to clear this game for almost 30 years at this point
played the n64 version, a buggy PC port, and now the newer remaster
every time I pick it up, I end up getting lost and annoyed and end up putting it aside for a few years
I keep coming back to it though because I fucking love the OST, and now I'm finally well on track to finish it
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>>12854881
I have a dogshit memory, but even I managed to beat it. Get good.
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>>12854965
Bragging about being a better shit eater doesn't make you less of a shit eater.
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>>12854970
Complaining about losing in a video game doesn't make that video game bad.
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>>12854881
That's just how it was to make a game more difficult back then. Oh you liked Doom and Doom 2 with it's cryptic levels? We got you! Oh you liked Turok with it's HUGE levels? We got you too!

It was a natural pgroession. You either hated it or enjoyed the challenge. I was somewhere in between. The cave level made me sweat, but the hive level made me never want to play it again after beating it on hard. I still have no idea how I did that all these years later.
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>>12855295
If you think Doom had cryptic levels, you're in big trouble IQ-wise.
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>>12855331
Doom 2 mostly.
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>>12854881
The maps are brutal but it's probably the main reason people remember it, and not in a bad way. You could finish like 5 other games in between trying to finish Turok 2, so when you finally beat it or even just get to the next level the feeling of accomplishment is real.
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>>12854881
I am currently at the lair of the blind ones. I am pissing blood, lol.
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>>12854915
That's not level design sadism, that's just you lacking spatial awareness

Level design sadism is what Quake does, like throwing the player into a room with little room to maneveur, surround him with several grenade launching guys who have the height advantage, and then have the gull to say "see it's okay because we gave you a health pack before or after tee hee"
>>
>>12855772
You can't have spatial awareness in Turok 2. Most maps are massive and woven together with teleports. There's no cohesion to the levels to get a feeling of where you are or were.
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>>12855768
That's where I quit playing, I couldn't find the final vent no matter how many times I reran the map.
Shit's a fuckin minotaur simulator.



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