the first part, the walkway in the air, shouldn’t spawn barrels. there isn’t enough cover at the first event. everything after that is pretty good and interesting (except the classic end event not spawning anything dangerous)
Most final events could use a Boss fight tbh, would make missions more interesting. Randomize the Bosses from the pool of Plogryn, Captain, Rinda variant, Rodin variant, Chaos Spawn and exclude BoN because Nurgle’s favorite toy dog is a bit underwhelming, very slow and obnoxiously large.
Sorry, BoN looks cool but… ![]()
I love this map. I actually wish there was an entire map that focused on that area at the start.
Re barrels, just stay away from them, no? And opt for the inner passages for a safer journey.
Take the inner route. It’s slower and becomes brute forcing when a monster spawn there, but you can’t get yeeted.
Also, I like shooting barrels preemptively .But many seem unaware of something that has been a staple of fps since Doom, and run into them the next moment.
Thirdly, play with people who can push bursters and are aware of burning barrels.
I enjoy the map, but it seems that most of my team mates just wanna die to barrels.
That first event is a doozy, though. It’s cool, but there can be times it’s just unwinnable because so many gunners spawn and if you don’t have the ability to pick them off effectively you are put in an extremely challenging situation.
I’ve died to many barrels there. I still like it because that part makes it challenging. It’s unique in that regard. You’ve gotta play it smart.
The trick is to shoot barrels from far away before you actually move down.
I like to lure enemies near them then give them a wee tap ![]()
I’ve tried this, in practice your teammates will run at the barrel as it explodes and then die.
If you try to blow it up quickly, in the time it takes to completely blow it up - a teammate will have run to the barrel from out of your view and die before you can react
I am not exaggerating when I say I have marked a barrel with a skull, I shot it and my character says “barrel’s gonna blow” or whatever out loud - only for a teammate to run toward the barrel and die immediately.
Lemmings will be lemmings ![]()
not just a teammate. their own character goes “yon barrel, kindred” , which doesn’t stop them from running into it.
shooting barrels is a difficult task with randoms.
I have indeed seem some intrepid players riding the explosions.
A fun thing to do for some I’m sure. Might be an art form too. I can see both comedy and tragedy in the act.
each section has one safer inner corridor that even serves as a choke point if needed.
way it is now I honestly prefer seperating the weed from the chaff at the start of a match, rather have em leave early if they prove unsuitable than having em tag along all the way.
clandestiums starting area is a good filter for that ![]()
outer way can work if the team has a routine and comms, randoms though 95% of the time get yeeted and quit.
whole half-circle corridor connecting the drop-down entry with the stairs for the lever.
you can traverse back and forth without dealing with gunners from afar, regroup and take your time for a coordinated push for the red thingie that needs to be shoved in.
most people though rather slug it out under gunner fire and only check for the objective after the first guy failed to solo it.
again, good filter in my opinion to see if the people at play got situational awareness.
you don’t even need “teamplay”, just kill the crap around the dude doing his task, that’s it
the thing that could need a spicing up is the rather anti climactic finale.
you can literally feel it was made before power creep and with the handyman stuff being “dangerous” under normal horde conditions.
every character now tanos-snipping clown cars into the warp, flipping some switches or carrying 2 batteries aint the heroic feat it used to be ![]()
The first part, barrels or not is classic Swedish troll design with aim to ledge people, 100%.
The first event, just stick to the area around the player respawn and hunker down there. I would not hung around below the control console for too long. Being in that lower down area makes you more vulnerable to getting pushed into a corner, and cut down by shooters and disablers. Anyway “difficulty” there makes that map fun in pub games for sure.
Rest of the map is rather mild, you occasionally get some difficulty spikes after the tram journey, and before the first lift. The final event, as its fairly common on many other Darktide maps, is too quiet ![]()
I love the map as a template for a new “snow” biome, but yeah, there are some weaker sides to it for sure.
You know, that’s one of the really weird things about FS design in this game. We, the players, enjoy ledging enemies. We don’t enjoy BEING ledged. It can be completely unavoidable at times, which makes it extremely annoying. Enemies, meanwhile, while they can be ledged, don’t even have much of a reaction to it. Where’s the Wilhelm Scream as I throw some trooper off a ledge??
Players in general do not enjoy losing control over their character in games. Darktide has a couple of issues in that area for sure. Ledging is just one of them. I don’t even mean disablers, but stuff like Bulwark shield bash, captain shield explosions, the Dark Communion force field explosions, weird input issues (“let me move” moments), map surfaces which block your doges and movement due to random indentation in the surface etc.
Ah yes, I have almost forgotten, the bloody hounds jumping / landing near you, which can stagger you. Also captain / monsters hitbox bigger than life itself pushing you around.
I would settle for Bridge of Death scream too:
Same experience.
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Nah but for real there is something to that, arrowhead for example has ever since their first game (Magicka) thought that friendly fire is the most hilarious thing in existance.
you know the myth about dudes with big noses, fella up there’s set up for life ![]()
I knew it! ![]()

