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Author: | Digs |
Title: | The Parallel Worlds |
Download: | digs04.zip (bb1346447afb30915cff1ec082796b91) |
Filesize: | 3302 Kilobytes |
Release date: | 18.06.2008 |
Homepage: | http://digspt.ru/quake/ |
Additional Links: | Underworldfan's • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
digs04.txt | 2 KB | 17.06.2008 |
digs04.bsp | 7923 KB | 18.06.2008 |
digs04.zip - The Parallel Worlds
A huge and highly detailed base map with a unique twist - it is actually three levels in one, to be played in succession. Each exit leads to a different version of the same map with modified layouts/routes and monster placement.Note: This map requires an engine port with increased limits.
Tags: base, idbase, multiple playthrough map, large, mustplay, unique, ikbase
Editor's Rating: Excellent
User Rating: 4.5/5 with 33 ratings
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Never seen anything like this.
I can't believe this is one BSP file !
And what a lot of detail !
A beautiful map with great gameplay that feels like a campaign (I mean, more than 1 map ...)
This is an absolute "must play", I think.
Any help?
If you still play Quake then as Ron stated: "this is an absolute must play". And indeed it is.
Great idea, great execution! It's like a mini-episode in itself. I had a hard time during the last battle until I've found the spot where the shamblers couldn't get to me. And all the time during that battle I saw the secret with the shaft in plain view that I couldn't get into.
A novel idea, certainly. It starts off very impressively, with an unorthodox reverse intro, followed by a Doom 2 reference that made me feel all warm and fuzzy inside (surely I am not the only one to notice that?).
After that there is plenty of almost excessive, headache-inducing detail everywhere – which unfortunately, in combination with somewhat non-linear gameplay, makes it very easy to get lost, especially in the initial incarnation of the map. The second and third run are very clearly set in the same place. Yes, there are some changes, but I was hoping for a bit more differentiation. I was hoping for it to feel like a bit more like a mini-episode of three maps, rather than one long map that could have benefited form a bit more visual variety.
Luckily the second run is noticeably shorter and more violent and so does play noticeably differently, whereas the third run ramps up the difficulty even further with a more treacherous environment in addition to a mass onslaught of monsters (medieval monsters really do not belong in an environment like this, though). So there is a definite sense of progression and rising tension. The final battle is particularly brutal – but inventively so and ultimately winnable, with a bit of strategic thinking and perhaps a few attempts.
One of the more unique maps out there. I am pretty sure it force changes to skill 3 upon loading the third "version". Definitely a risky concept but I think it works for the most part.
Bizarrely, it seems I've never played this before. More fool me. A most enjoyable base blast, really not far short of three separate levels. If anything, I might have liked to see the three runs resemble each other more closely.
I love it that Digs is not content simply to make excellent maps, but is constrantly striving to make maps that are both excellent and innovative!
Can't believe I never rated this insane clusterfuck map. Digs singlehandedly elevated himself to one of my favorite mappers with this single release.
After Virtual World, another original map by Digs that I should love, but actually not quite so.
The premise is interesting but I dislike having to cycle through 3 different difficulties: it makes the first part much too easy and the last part very annoying - there's a reason why I never play nightmare and it's not cool to force it on me!
The map's architecture is nice but then again, is very confusing, which isn't helped by it changing quite a lot between each iteration.
Also, there's much too many spawns in the last section.
Finally, I encountered what I can only qualify as a bug in the middle part: there was an invincible spawn that I couldn't hurt no matter how hard I tried.
Oh, also:
In the remake of the e2m1 cage, I could only press 2 of the 4 buttons because I couldn't figure out how to extend the other 2 walkways. And I had to finish the last battle in god mode.
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Did you read the file's readme?