AMBROSE ISLAND, Andaman Sea (Mission #7) - Location Discussion

I’m rather enjoying this map. It’s big enough to encourage exploring, but not too confusing. Also there is something deeply satisfying about the slapping contest.

One minor complaint though, the boat that needs fixing shouldn’t be allowed as an exit if you haven’t fixed it. That makes no sense.

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Well, now that I only have three challenges left I’ll give my opinion on this new level.

It rocks. The map is really well constructed, with fantastic “swiss cheese” design. Loads of paths and options.
Kills are fun, and the map contains some fun variations on stuff we’ve seen previously.

It does seem to have a flaw in the non-target objective though. Orson is just too close to the actual objective in my opinion (especially when you consider that you can throw a bomb down the vent).
Some of the trespassing zones are weird as well, and I think it’s missing a couple of obvious things (like a hatch through the roof of the meeting room/house).

I really like it. It’s a great addition to the TWOA.

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Ok, here are my initial impressions: I see a little more positivity here on HMF than I expected. I always love to see that (being the IO fanboy I am), but personally, I think this map will get old pretty quickly. I was a little disappointed they hadn’t contrasted the island setting with some cool underground facility or something like they usually do.

Perhaps me looking for that damn cigarbox for 1,5 hours took away from my first experience with the map. My suggestion to IO is to add this to the letter in order to avoid unnecessary frustration: I buried it somewhere close to the cabin, but now I can’t find it. That would give the right frame of reference but without ruining the puzzle.

Overall though, this map is a very nice addition to H3’s content. It being free means that the length-issues I had with H3 are gone and the price is more justified. And that’s just awesome. I love the atmosphere in the map - no surprise because IO always nails this. I like that the cutscene is so elaborate (even if the animations are a tad too janky) and it really adds to the existing H2 timeline. The stint with 47 + Grey working together is now longer, and I love that, because Grey is the best character they ever added to this universe.

Does it hold up to any of my favorite maps from the Trilogy? Paris, Mumbai, Miami, Mendoza, Dubai, etc.? Not even close. But that’s ok. It’s still a great addition to H3. This feels more like a classic 2000s Hitman level, and even a decent Hitman level is great fun. It’s like pizza right…? Some pizza is better than other pizza, but pretty much all pizza is great. That’s what a new Hitman level is. Good job.

Edit: one thing that really excited me has been that 47 now turns slowly and realistically when controlling him from the the keyboard on PC. No more immediate, robotic movements. I had given up on that being fixed long ago, so it’s a nice surprise.

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Not one cinematic kill, but I’ll get over it as the map is excellent…but it’ll take a while.

So! The tanker captain who fails to escape once unlocking the cell - if you clear his path he ends up in the shack where the shortcut leading to the stilt village is, but just stops there. I wonder if there’s anything else to do, as I really want to save the poor guy.

Now if you’ll excuse me, I have a leaky propane flask to set down beside the guard who shoots the flare into the sky to see if I can send him up along with it. :smiling_imp:

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Somehow I activated the script and the pirate took him to his execution.
It is impossible to take out his body without consciousness, he dies from any blow to the head with an object.

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Actually you have to have a wrench, you can’t exit without one.

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Only sad thing about the EMP is that you can’t drop it through the top vent. Had a whole SASO run planned out around it but had to use a normal bomb instead.

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Any idea on how you managed to do that?

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On the same thoughts with this. I get why he would be up there narratively but he needed to go to the village or down to the beeches around there on some routes. Mentioned before but be a fun call-back to the Halloween escalation if can scare him away to the Shrine by arranging to send an NPC with some Pumpkins to the mess-hall area of the base.

But overall a great addition to the game.

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SASO version of my SA strat from yesterday:

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I have only just started but I do like island levels and jungle levels.

So even if this is the worst mission ever I’ll still love it and be the one person defending it on this forum.

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I lost SA quite often by not being warned that I was not allowed to stand a few meters before the checkpoint guards. :confused:

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For there next game, Would be nice to perhaps have a faint line appear on the ground while using Instinct to provide some warning.

Not one cinematic kill is bad. Not one new unique kill is worse :slightly_frowning_face:

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Maybe that’s why it was free?

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I wouldn’t have minded a few cinematics to accompany the familiar kills. Crest falling from the bridge, Akka being electrocuted in the cell. The little things.

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I wouldn’t have minded an ending cinematic, showing 47 returning to the ship and they all discuss what to do while they wait.

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If you’re referring to the lack of cinematic kills and Ambrose being free, Haven was free and we had unique and cinematic kills (hot tub drownings). New York had a unique kill too (screwdriver vs. giant clock)

I was surprised by the lack of ending cinematic myself, but I can forgive it as we know what happens next.

It would be better if the guards stand right at this line.

My brother in christ, haven and new york were part of a 30 dollar expansion pack

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