Clandestium Gloriana is the worst map in the game

  1. This balcony with bosses and explosive barrels at the start
  2. Huge open areas
  3. Many splitting roots

If you wanted make a maze you had to make a maze, not that mess.
I respect experiments but this one failed hard.

it just puts in evidence that barrel physics are stupid

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More like it puts the evidence that the hardest difficulty modifier in the game is your teammates.

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I love this map…
I hate the barrels at start when I am killed, and even more if it is cause of a teammate… but I really like this map for everything else.
The start is impressive, the first room great and all what follow is also great.

It’s an IQ test, with the hardest part being the first generator event. An IQ test that’s too often failed for the reason you mentioned.

I like the map design, the last 5 “new” maps have been good and have the virtue of not being mirror-images/reverse layouts of each other.

More please!

P.S. Do NOT do this map on extra barrels mael.

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I like it. Not my favourite, but the geography is challenging in a way other maps aren’t.

Lost a fair few games though when a monstrosity spawns on the staircase. Inevitably someone (or two) goes over the edge and we get a bot instead for a while.

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Worst thing about the map is swagger
2nd worst thing is the beginning area where simply too much stuff is spawn for how tight it is (my gripe is mostly just with monsters and demon spawns).
And 3rd the first hacking? repairing? area needs more cover.

Other then that i dont see anything wrong with it.

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That’s what makes this area so great!
Enough of the rooms where players can find a place relatively secure.

While I can agree that barrels in this area is a little too much cause of the instant death they involve, the starting part is really great.

Also, and here I agree with you, I really dislike when a monster appears in areas where you can get an instant death cause you have been thrown out of the map. But, this happens in several maps. However, this is something I don’t feel as fair as you can be killed at random and not cause of errors you could do.

its mind boggling that by now the vast majority still insist to walk around the barrel ridden exterior at the start when the inner corridors are not only a free chokepoint but eliminate the threat of “yeet” altogether.

it’s a testament to good map design that, provided proper play, it offers a good flow with unique accents when compared to older ones.

even the ending isnt fixed but offers a multiple scenario requirement, i gotta admit i need to pay extra attention for having switched off certain ui elements for immersions sake.

the only gripe i have is swaggers placement and “immunity” even amidst the largest poxburster or dog assault.

blending in with scabs i can understand, not getting taken by dregs for “nurgle-fication” is already a stretch of disbelief.

but dogs, mutants and other drooling, mindless attackers paying him no attention is off by a huge margin.

i know they couldnt (or wouldnt) make him interactive, but even a small run for cover or hiding in a lower compartment, giving cocky remarks before closing the lid, would have been so much more believable than standing there with crossed arms while we get smacked around in the boxcar. :man_shrugging:

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You’re right about this. I killed a chaos spawn with the help of bots in a such corridor (solo game). It was a hard fight (damnation difficulty).
I did not think about that, but that’s totally true.

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I actually love the start balcony section. Kinda wish we had a map where we have to traverse a whole forgotten area like this, skipping between derelict hab zones, some of which are collapsed or collapsing. Like that cool level section from the Dark Messiah game (the grandfather of 1st person melee).

Anyone getting killed by barrels is simply being taught the lesson that everyone needs to learn. Situational awareness.

The event after the balcony area I HATE. it makes me think about not playing the map. It’s got zero cover and survival depends entirely on who you have in your team. I hate it. So many players seem to lose all cognitive functions when they enter this area. It’s bizarre.

The bits after that are ok and the last event is quite fun and cool how it changes. A lot of clipping terrain issues make it all less fun though, especially as Ogryn. Getting stuck on a 5cm curb during an intense skirmish is a real fun sponge. The level needs way more QA passes.

uhm, there’s a half circle corridor if you just turn to your right instantly.

ample choke opportunities and free traverse to both stairs leading to the lever.

sure you gotta peek your head for rod insertion but no ones forced to duke it out in the open.

just saying.

besides,

image

would be his long lost ancestor then :rofl:

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Easy solution about the barrels: Shoot them before you get close.

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Which is completely useless as it’s not near any mission objectives in a room with (literally) never ending enemy spawns.

I’m talking more about all the masses of large solid set pieces that seem to be devoid of any actual physical protection. This is a common complaint with this area I’m sure.

Lol yes true, maybe I should rephrase it to grandfather of physics based melee…it was the first game that felt so kinetic and satisfying. It was actually an awesome game. Casting ice spells and watching the orcs ragdoll off the cliffs was sublime :grin: had better hit detection than DT bulwark shield too!

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absolutely, i was refering to the particular “no cover” part.

and its only useless with pubs since the seem to be allergic to the 300 thermopylae tactic :man_shrugging:

image
there is no cover :rofl:

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Is there an edge to an abyss nearby?
If you do not want to fall off, you do not get between the edge and something that can fling you off of it.

Are you walking between a wall and a massive void, with barrels along the way?
Stick to the wall. Maybe even preclear the barrels.
Gratulations. You just learned how to never fall off that map section again.

Are you in an area with multiple chasms, when a boss spawns?
Get away from the chasms. Get into a room, or at least get your back to a wall (yes you are even allowed to backtrack a little).
Gratulations. Bosses will no longer knock you off the map.

It really is that simple.
Although, based on the complaints (and stupid deaths) of some players, it seems to be actual rocket sience.

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yeah barrels sneak up on you and DO NOT appear in the same exact spots run in run out only cycling between inert/explosive/flame varieties potentially. you couldn’t possibly ever learn them after playing the map like twice, which is why most complaints are from the good players who don’t really die except to the barrel assassin.

And this is one of the best maps so far so awful feedback like this I hope gets jettisoned to the void. The end event just needs a bit more on hi intensity, the spawns don’t seem to change there atm?

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all 3 steps OP posted are things that make this map slightly more interesting than the common darktide map.

more maps like this would be nice, amongst other things. this maps good

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lol i laughed but it’s true, it’s a test

it also shows if players are aware of the sorroundings and of their teammates position, which should be always the first priority knowing the position of mates

my opinion about the map, i think it’s really a nice map, i like the start with those barrels, it also offers alternative safer paths so dunno why people hate it.

if a boss spawns, it is possible to push it off to the edge and so on.
it is really a nice view and that anxious feeling of falling off which I like.

great design and cool finale.

i was used to like what it happens when the “mini train” opens (the one with the npc), but they kinda nerfed the spawns i think, it was used to be lot more enemies before, now it is less.

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Those barrels be like…

https://www.reddit.com/r/DivinityOriginalSin/comments/72iqda/the_sneaky_barrel_strategy/

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