PAIN[Discontinued]

[Open Assets] PAIN[Discontinued] v2.1.4

Thanks. I hate it.
Great mod tho if u want a good challenge, i'll prob beat it one day.
But one suggestion:
Can you calm down on the enemy spam and keep that for later levels like RVZ, ERZ, and/or BCZ?
Honestly that would feel more fair and let players get a lil farther, but you can keep the environmental hazards, they're hard enough.
Tarregor
Tarregor
i said i'd do that in the discussion thread a while back
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Now this is true pain and suffering.
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my man the new version is AMAZING, for a person addicted to challenges like me this is probably my favorite map pack so far, i literally love how it already starts with a hard difficulty yet it manages to get worse and worse as u progress, ive been stuck in red volcano zone for 2 hours and i literally cant beat it even with my paisanos, if someone reading this love challenges then this is ur mod, truly a raging experience everyone should try
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I like this mod. even tho this mod is basically srb2 kaizo edition still a great one tho!
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This is the definition of how to make srb2 20 times as hard than it used to be, and im NOT downloading the bosses one, the regular is enough
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I like the mod as a way to make the game harder, like it says. Having a hard time beating the game but I'll get there eventually. Love the idea of turning SRB2 into a Super Meat Boy-like rage game!
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Not really fun to play but I'm happy that it exists. I'll prolly beat it one day.
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So, I showed this to a bit of my friends, and we had a really fun time. I didn't tell them what it was about, so they were easily surprised about this being a harder SRB2. Only thing I'm complaining about though, is that after DS1, the game got REALLY laggy for us. (Except the boss fights.) Funny thing, we cheesed DS3 by using Kirby's mic ability. Would be nice if this was just a little bit more friendly to not that powerful PC's, but overall I like the mod.
Tarregor
Tarregor
I'd like if it was netgame-friendly too, but unfortunately, this would mean having a tremendous impact upon singleplayer
the netcode can't handle basically every non-boss level after CEZ1 due to the sheer amount of objects and/or polyobjects in the levels.
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I hated myself for playing this. But atleast it was fun. It reminds me of another kazio map someone made. Good job with the map
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SRB2: Invasion Of The Bees
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[Русский] Сложность в том, что вам будут мешать различные шипы, бадники и хрень, которая будет превращать вас в лепёшку. Сделано хорошо, хоть и лично я половину прошёл не очень уж и тяжело. Но это тяжело. По этому я советую вам поиграть в это. Попробуйте, пожалеете.
[English] The difficulty is that various spikes, badniks and crap will interfere with you, which will turn you into a.. Done well, although I personally did not go through half of it very hard. But it's hard. That's why I advise you to play it.
[Українська] Складність в тому, що вам будуть заважати різні шипи, роботи (бджоли, пелікани, та інші) і купа лайна, яке вас потріпає добряче. Двері наприклад. А бджоли, це дуже жорстоко. Вони будуть повсюду, що ускладнює пройти гру. Зроблено добре, хоча особисто я не дуже важко пережив половину гри. Але це всеж таки важко. Тому дуже раджу пограти.
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I played this with some friends and the bosses on a random online server. In general it was fine, but in some places, it got just a tad bit annoying with the enemy spam and lag Nintendo would be jealous of and a crash that always exists in AC3 (It might be because I'm on Mac lol). Not a mod I would go back to constantly. As a single player expierience not great but with friends, it's fine.
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Of course, I knew that I would suffer, but I didn't know that the game, after losing all the lives, would spawn the player at the "Game over" level and make a save on it. Yes, it hurts to play this addon :(

(Sorry if I wrote something wrong, I had to use Google translate)
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The idea has merit, and it's clear that there has been a fair bit of work put into this, especially with how it avoids the biggest pitfall of Kaizo mods of just cheaply killing the player as much as possible and force them to use something like save-states...
... but the fact that I can sum up the entire mod as "bees and crushers", is a bit of a disappointment.
The only way the mod actually increases difficulty is by slowly removing any useful and fun resources, filling your screen with as many of the worst badniks in the game as possible, and eventually putting an insta-death crusher in every doorway. It's outright BORING is what it is. By the time I reached Deep Sea Zone I had felt I had already seen everything the mod had to offer and stopped.
My recommendation is to come up with more interesting ways of increasing the difficulty, rather than relying on bees as a crutch. Use more environmental hazards so that the mod isn't just SR-Bee-2.
Tarregor
Tarregor
I'd limited myself to only using environmental hazards that'd existed in the vanilla versions of the levels, or if I needed more ideas, at least fit their themes. THZ and DSZ had crushers, so they get to have crushers, though I suppose that I could perhaps replace a few crushers in DSZ2 with mobile arrays of glaregoyles, despite their being relatively easy to avoid like the one behind the door in the first waterslide. And maybe I could use a few extra turrets in THZ2, and if I stretched it, in THZ1, in leiu of a few crushers.
After DSZ, I'd almost entirely, if not entirely, opted to use environmental hazards that aren't crushers, since those places mostly didn't have crushers in vanilla, and as the overview says, environmental hazards are sparse until CEZ.
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I mean, it does what's advertised.

The fact that literally every level can be summarised with "there's bees now, also crushers and enemies which don't belong here" is kind of disappointing, though.

Also continues are removed so good luck playing through this on your initial set of 3 lives!
Tarregor
Tarregor
I question if I even added any crushers after DSZ2, and the environmental hazards rack up as you go through the mod, and most parts of ERZ don't even have bees so that you have time to assess the hazards there
I'll give you the rest of the post, though
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No Go chief, the first two levels were spammy but over quick and the stuff in the video looks hard but manageable, that damn first boss just fucking sucks. sorry to sound like the games journalists I despise so much.
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Good job,you achieved making srb2 painful,other than that,the only positive thing about this is that the enemy only version is.. decent? and thats it, the fps drops kinda ruin the experience, and I have to say something a majority of reviews have already said, how do I say this... the levels are literally bumblebore spam and thats (mostly) it, Also how is Greenflowers boss 1/10 in the difficulty chart? Its literally 10x harder than the Techno hill boss, WHICH IS 3/10 IN DIFFICULTY, to conclude this, this is reallyyyyyy not enjoyable, needs a bit of improvement but as I said,the enemies only version is decent-ish. (this review was updated since I originally said bumblebores were spammed only from gfz1-dsz1 but I was just confusing the bumblebores with the crushers which actually did stop appearing so often in the rest of the stages.)
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It's okay, I suppose. I'm not sure how I feel about mods that don't affect the level geometry much, but it seems to be doing a decent job at being a harder game.
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This is supposed to be a FAIR challenge? DSZ2's slide has enemies on it with no way to react and the DSZ3 starts you with no rings.
Tarregor
Tarregor
you can jump while holding backwards on slides to slow down
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Honestly, I could not be bothered to play this to full completion; between the spam of BumbleBores and levels becoming considerably more and more laggy the deeper you go in, it ends up being difficult for all the wrong reasons. The moment this threw me in GBJ after trying to play through DSZ2, that's when I realized this pack was not worth it. There's difficulty, but this ain't it, chief.
Tarregor
Tarregor
honestly, this level pack was kind of a joke-turned reality(the bees) at first, and after I decided to add environmental hazards to this, it turned into a crash course in level design that lasted for 14 months; people generally either loving or hating it
if I ever decide to make PAIN v3.0, then I'd basically get rid of the added bees and pterabytes, and then for each place in the vanilla levels that have difficulty, I'd basically make it harder in the way that it tries to be hard, so that'd mean doing stuff like making vanilla small platforms be smaller, making vanilla maces swing faster, replacing some bramble pits with death pits, and making the bosses do stuff more and/or have buffed attacks, among other things including still having extra hazards between each starpost, though the difficulty of the extra hazards would be roughly equal to the buffed vanilla hazards in their respective levels, and the amount of extra hazards would be 3 per starpost for all levels
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