HaydenStudios said:
Even then, there is a save point, right before all of this, so it's really no big deal if the player gets killed the first time they try to cross it.
I was hoping someone would bring that up!
(Because I am a dick)
The problem with barring immediate bastard difficulty by warrent of a 'nearby save point' is that there is always a chance that the player will opt to explore a bit first, and save later after scoping the challenges ahead. Saving the game, while expected, isn't manditory. Assuming it is with a newly added element that the player is possibly unaware of, and killing the player on behalf of that idea, is really dumb.
I've risen the chamber for the third block a bit to make it less of a threat for people who jump on top of the 2nd block as well now. Still, the later room with the not-balfrog boss is much more focal on the moving blocks, so it'll be where the actual player-killing begins.
Dunc2403 said:
The 0.8 isn't a "new toy", it's something everyone has used (unless they're losers and used a guide to get the good ending before even playing).
Ironically, the 2.0 curb stomps previous experience with the 0.8 due to how differently and more direct it handles. People who beat Hell the very first time around were likely accustomed to many hell mods and quite possibly mastered the 2.0, but likely didn't ever get put through a similar sort of torment with the 0.8 (Feel free to prove me wrong with an 0.8 hell mod. I'd actually love to try some crazy-hard 0.8 hell maps).
So unfortunately, the excuse that people already beat the good ending is on-par with people who never did, or never played the original game.
I'd like to also remind people that you'll have the 0.8 for a bit longer in this re-mod too, scoping one of two on the genesis/oblivion routes after you get out of the Labyrinth. The other of which is changed a bit to act as a 2.0 introduction area (or perhaps will stay exactly the same? Hmm).