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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: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
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:
4.4/5 with 40 ratings
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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.
Very hard to rate this one. It has some absolutely stellar sections, especially the ringworld beyond the silver-key door and all the 90-degree tilted sections around it with their deliciously nutty jumping puzzles. But in the end I simply gave up on the map because I just could not find the fifth pillar. I've been all over the map three or four times now looking for newly opened sections, and I'm coming up empty. This may just be my own idiocy (in support of that hypothesis, I offer the observation that even though I have reached 218 of the 240 kills -- 91% -- I have only one of the 20 secrets). But whatever the reason, it's map The Anomaly 2: Water ultimately a frustrating experience.
After reading all of the comments and played the map myself I say this: At the start, it was a delight. But the interconnected paths are a little bit hard to decypher. Plus, I laughed at the "it's not a secret" secret at the beggining and thought: "Well, the author is showing that these demon's walls aren't secrets". But afterwards I found a red armor secret behind one of those.
I don't know if it was a bug or a warning about the trap, but finding 8 secrets in one secret room seems odd.
At the end, ammo became very rare. Before the boss fight (which I find this very annoying, would prefer an arena), I had only rockets to fight the demon knights and scrags.
Interesting jumping puzzles at the end, but the scarce ammo made it very frustating, because you had tight jumps in tight spaces with only rockets to shoot.
And didn't like the backtracking because of the golden key appearing twice.
Overall: an ambitious map. Maybe some fine tunning would made me score this a 6/5 (it has potential to be beyond excelent) but I leave a 4/5.
This is a top quality map. It'll screw with your mind. The end-boss fight really caught me by surprise. Yes, I knew by the layout of the room that the boss will come outa there. But you put a really nice twist to it.
Crazy map, makes NO sense, LOTS of fun!
Really cool map!
I just wanted to add a quick note here that if you're using FTEQW you'll need to add an autoexec.cfg to the folder (or just type it into the console) with sv_nqplayerphysics 1 (to enable NetQuake physics). It uses QuakeWorld physics by default, and the "wall walking" elements don't work correctly with it - works just fine with NetQuake physics enabled though.
Really nice map, with some twisty but logical exploration puzzles and polished, surreal looks. I used noclip to find the last pillar because I was too lazy to backtrack, but it wasn't hard to find at all. I just had failed to do what the map obviously wanted from me the first time I visited the place.
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Did you read the file's readme?