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I agree on the explosion part, absolutely disappointing fart with no fireball, no cave collapse, no effect on the stage whatsoever. the VT1 version of that area got deformed by an earthquake after you completed the event so this version is a downgrade.
I did have the game crash on the mission of mercy end elevator, but only once. the other two maps had no issue. Theyre snow maps and are much more optimized than the trail of treachery one.
Overall i give it an 8/10 m8.
Why reuse this godawful gimmick again ?
Even Old Haunts is better, the damn heads don't blow up at least.
Yes I know you can drag the damn barrels from previous parts of the map to the end, but who does that every time they play this map ?
You have a way to get to the second floor by lowering the elevator first, but the ♥♥♥♥♥♥♥
way there is full of small ledges/boxes that are impossible to navigate fast if everything is attacking you.
So damn annoying to jump. Everything that you think your character can jump over, they can't. ♥♥♥♥♥♥♥ invisible ledges. Pisses me off to no end. Same ♥♥♥♥ in Fortunes of War too.
Horrible assassin spawns too by the way. They just appear from the sky and smoke bomb you to death. Pathing nightmare with them.
One of the barrel spots is also really bad. You have to drop it from the second floor into it, but it can get stuck at the edges.
but last event at second map is too easy.
I have no complaints about the second or third missions. They're fun and pretty accurate to the original maps; in the slight ways they deviate, the changes made are interesting. I'll echo the previous comment that it's not exactly clear how far you have to run away from the explosion in Grudge, and if you never played The Cursed Rune I can see where you might have issues seeing how to escape. Also the names of the last two missions are pretty bad, the last map's being totally ridiculous and no one will ever correctly type it out. They'd probably be better as Cursed Rune or Chain of Fire tbh.
Although Castle Drachenfels was probably the best single Vermintide 1 DLC map, the Karak Azgaraz DLC was a contender for the best DLC because of the consistently high standard across all three maps (Summoner's Peak and the torch section of Dungeons really brought the Drachenfels DLC down). Are we going to see something from the Reik or Stromdorf? After all, there was that little River Reik tease on April Fool's a while ago. Otherwise, it seems as though porting these maps isn't as hard as was initially claimed. After Sienna's fourth class, any of the longer V1 maps (The Enemy Below, The Wizard's Tower, Supply & Demand, Courier, Reaching Out, or even shorter maps like Smuggler's Run and Waterfront) would be welcome additions as well.
Map 1
Probably the worst of the 3. Looks very basic and bland in many places and the finale is way too dense.
- many rooms look very basic / cubic or bland due to missing lighting or decor
- final encounter feels overtuned, and the barrels can end up on 1st or second floor
- barrel can get stuck in geometry in one of the barrel destinations (where you have to throw it down in the hole)
Map 2
This map has some stunning vistas and both encounters feel great. Well varied map with a great feeling to it.
- fell through the floor on one of the stairs near the bomb cart
- on the way up the hidden path one of the railings can be seen through
- can get out of bounds in the small cave system on the way to the finale
- quest marker doesn't update properly to set to ignite and escape objectives after pushing the cart into the hole (have to get very close to trigger instead of updating automatically like in vanilla maps)
- bomb explosion feels very basic and does not lock off the cave system. Additionally, you can get stuck behind the Skaven drill on the right (potential softlock).
Map 3:
Finding all tomes and grimoires before the bridge got me, and basically everything after is one big encounter right up to the escape. It's a bit shorter than the other maps but no less intense. Love the trading post with the interiors.
- quest markers don't update correctly for the ignite and escape the hill objectives
special spawned x3, each 10 second we saw 3 gatling or 3 firethrower poping from nowhere, a lots of fun...
tryied the second one, 3 of use fall in a glitch, the 4th was a bot, we tryied to escape, but after few minutes of spam jump everywhere, host closed lobby, i closed the game, hope for some fix...