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| Author: | Digs |
| Title: | The Anomaly 2: Water |
| Download: | digs06.zip (43a1b5fe8b57bac4b13afdd938a7f347) |
| Filesize: | 2903 Kilobytes |
| Release date: | 01.07.2011 |
| Homepage: | http://digspt.ru/quake/ |
| Additional Links: | The Abandoned Workshop • |
| Type: | Single BSP File(s) |
BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds: ![]() | |
| File | Size | Date |
|---|---|---|
| digs06.bsp | 7752 KB | 02.07.2011 |
| digs06.txt | 2 KB | 01.07.2011 |
digs06.zip - The Anomaly 2: Water
Large brick/metal complex where reality is twisted and many optical illusions occur. Nonlinear, explorational gameplay with puzzles and a great number of secret areas. The sequel to digs05.Note: This level requires an engine port with increased limits, and r_wateralpha to be set to 0.3
Tags: large, wizard, metal, bricks, nonlinear, puzzles, chthon, limits, boss, exploration, water, abstract, experimental
Editor's Rating: Excellent
User Rating: 4.6/5 with 16 ratings
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Easily install and launch Quake maps with the cross-platform
• PAK:
• PROGS.DAT:
Eventually we'll enter the corridor which is turned into a ring. There will be rotated rooms, where we will have to do some challenging maneuvers.
The author also remembered that in the world of Quake the water doesn't have to fall down, and can hang in the air. This feature is used creatively.
How can a designer surprise players when he has a limited toolset of Quake? It's good that there are authors who prove that it is possible to surprise.
http://www.youtube.com/watch?v=wpIXlWlAdmA
I'm in the initial launch room, opened the gate, and "run forward non-stop" does nothing. I get a fraction up the wall and slide down again. Tried jumping, etc.
I'm using Quakespasm on Linux, but this appears to be a straight up map.
Btw, fantastic map! Really creative use of things and so many little details( like the paintings of weapons, but one is real, etc. ). I'm so confused, hahahaha....
mental warped configurations.
spawning, then immediately vanishing enemies.
i really like seeing an imaginative mind put to good use, and this map bloody has it!
some blokes will prefer a more vanilla/normal quake map style, but i don't feel straying far from some of these boundaries is a bad thing, especially if you thoroughly have a bangin' time.
this is the sort of map that gives you acid flasbacks, and upon completing it you find yourself sobbing 'n' shaking with euphoric madness.
(or you could just make a cup of tea, eat a chocolate bourbon, nod your head solemnly and say to yourself, "hmm, that was good!").
This is one of the best maps for Quake. I loved all the water puzzles, reminded me of Portal 2. The sideways rooms were amazing too! Really fantastic, 5/5 from me!
Warning: potential spoilers to follow.
An excellent map for the most part. Very innovative and really pushes the boundaries of what can be done with a Quake map.
Which makes it all the sadder that the boss fight was such a let-down. Although the mechanics of the original Chton fight have been replaced by tubes of water, it is essentially the exact same scene as in the original episode one finale -- predictable and a chore (run, dodge fireballs, push buttons, rinse and repeat).
Still, highly recommended as one of the best non-standard Quake maps out there.
I want to see more maps with this level of creativity.
Does the yellow armor secret require two rocket jumps or am I missing something?
You can jump down from the pentagram secret
Ah, ok. To be honest I used rocket jumping a lot on this map. I'm not sure which of those jumps (if any) were "normal" progression and which were sequence breaking haha
Great map. Perhaps a follow up with rotating rooms? Hipnotic triggers.
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Did you read the file's readme?