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CODE RED After almost a year since my previous hardest completion (Ascension to Heaven), a lot of EToH grinding, and the release of TRIA 1.0, I finally have a new hardest. Death Corridor is by far the hardest flood escape level I've completed to date, standing high above the rest of the eternal maps, only rivalled by The Sin for top 1. Despite this, Death Corridor is actually relatively short in comparison, making up for its length through its brutal gameplay. Overall I'm pretty proud to have a new hardest completion, and quite proud to beat this map. I definitely feel like I have improved at this game, and am excited to continue beating new harder stuff. Apparently this map is harder than rigor, which is interesting. And no, I personally don't find this harder than ToDIE. When I call it my new hardest, I'm referring to my flood escape completions. I still feel like ToDIE is the hardest obbying thing I've done. All this considered, I got extremely lucky on this grind. This took me less than half the time it did to beat ATH, which is kind of insane. I ended up with only 2 fails at the final tower, and one unfortunate death in the last room. To this I credit fallen practice tools, which allowed me to fluke the whole third tower on my second time reaching it. Time Taken: ~15 Hours Difficulty: ~7.5 [Mid Eternal] Fails: Final Room: 1 Final Tower: 2 Wallrun Room: 2 2nd Tower: A lot As for the map itself, I don't think it's as bad as it is commonly made out to be. This map is just kind of mediocre. While playing this wasn't especially unfun or frustrating, it was just a bit boring. That being said, I got quite lucky and I've heard plenty of how ridiculously inconsistent, unbalanced and irritating this map can get. I've heard rumours that this map is getting a buff to account for the """""""1.0 nerfs""""""", which if true is really stupid in my opinion. EVERYTHING got nerfed in 1.0, because the game's physics, animations, functionality, etc. got universally improved. If this update made your map significantly easier to beat to where you want to buff it again, maybe your map wasn't actually hard, but just lazily made. edit: Learnt more about this proposed buff, and I think there could definitely be some good improvements if the balancing is done in the right places. I will remain hopeful!!! On that note I don't really see any value whatsoever in the sentiment of "We made death corridor bad on purpose to teach you how NOT to make a challenge map!". WE KNOW HOW NOT TO MAKE A CHALLENGE MAP This map could have held significantly more value if there was just an inch more care and love given to this because I genuinely think there is a bit of potential here, but yeah just keep throwing it all out the window to "teach" something (???). Credit to Dweb for doing a lot of work in salvaging the gameplay of the layout, because quite frankly it looked absolutely horrid in terms of balancing, even compared to this maps current state. ------------------------------------- Join this channel to get access to perks: / @shortzaz0 ------------------------------------- Discord server: / discord ------------------------------------- Recording info: Screen recorder: Geforce Experience/Nvidia shadowplay Editor: shotcut ------------------------------------- Random Specs: GPU: Geforce GTX 1650 ti CPU: Intel core i7 10th Gen OS: Windows 11 RAM: 16GB (15.8GB usable) System type: 64 bit Monitor: LG Ultragear 144hz 27'' Mouse: Logitech G502 X PLUS Keyboard: Logitech PRO (Blue Switches) #roblox #triaos #floodescape #obby