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Author: | DeeDoubleU |
Title: | Root of all Evil: Infernal Science (Part 2) |
Download: | dwroae_m3b.zip (93e652c57856f9d8273fd0cff3c8861f) |
Filesize: | 3777 Kilobytes |
Release date: | 10.03.2016 |
Homepage: | |
Additional Links: | Func_Msgboard • |
Type: | Single BSP File(s) |
BSP: ![]() ![]() ![]() ![]() |
Files in the ZIP archive
File | Size | Date |
---|---|---|
dwroae_m3b.bsp | 7067 KB | 10.03.2016 |
dwroae_m3b.lit | 2947 KB | 10.03.2016 |
dwroae_m3b.txt | 2 KB | 10.03.2016 |
dwroae_m3b.zip
Root of all Evil: Infernal Science (Part 2)
Second part of Root of all Evil. A large underground research facility.Note: This map requires an engine port with increased limits.
Tags: large, base, ikbase, traps, secrets, limits, super secret
Editor's Rating: no rating (yet)
User Rating:
4.1/5 with 29 ratings
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It seems that with darkplaces the first blue armor doesn't appear in the very beginning of the game (near 3 red laser beams). The Quakespasms works ok.
how do you lounch this ?
It is tested with Quakespasm, try this launch parameters -zone 2048 -heapsize 192000
darkplaces.exe -width 1680 -height 1050 -zone 2048 -heapsize 192000 +map dwroaem3b <p><img src="http://escobar.ru/fileadmin/quake/dwroaem3bnoblue_armor.jpg" alt="no blue armor" title="Title" /></p>
And that is the latest (summer 2014) version of darkplaces :(
People are still playing this? I'm IMPRESSED
dw, i really loved playing this map. i thought the ammo balance was pretty perfect. i ran out once in the room with the 3 teleporters, and had to go back and find some secrets, but that was my fault.
the level was a little mazey, but i never felt lost and didnt mind the back tracking since this was the nicest looking quake military base i have played through in a long time, if ever. i really approciated that the whole thing wasnt just tan color. i hope other authors will be inspired to make more texturally diverse bases.
i also hope you will have the time to complete some more maps in the series, bc this was a blast for me to play. hopefully tomorrow i will get to dive into part 2.
personally i think this was easily a 9/10.
argh... my review was ment for part one, hopefully spirit can fix my error.
argh... my review was ment for part one, hopefully spirit can fix my error.
<p>https://naveegator.files.wordpress.com/2012/11/burnsplaque.png</p>
<p><img src="https://naveegator.files.wordpress.com/2012/11/burnsplaque.png" alt="alt text" title="test" /></p>
<p><img src="https://i.imgur.com/UpdYkVI.jpg" alt="no blue armor" title="Title"></p>
dw, something i noticed... if the player has over 50 armor, they cant spring the trap at the beginning of the level and proceed. after running around hitting all the walls with my axe, i realized that was probably what was happening and stood on a couple grenades. sure enough, as soon as i picked up the armor, things happened. maybe change the armor to red armor, or some other pickup type, so as to avoid this little problem.
ok i finished the level, and it was pretty and fun. highlights were riding the platform and the giant boom in the crate room. that couldve been a bigger battle considering how neat an entrance the monster made, and how cool the effect was. the map was just over quick, after playing part a i was surprised to see the end so soon. i wouldnt have minded more time in the caves. still, very nice.
Nice atmosphere...so wanted more of this
Great follow-up to part 1, with none of part 1's progression issues. Somewhat Doom-like in atmosphere (not gameplay). Ammo is well-balanced on skill 2 and the fights are plenty of fun. Taken together these maps make a worthy journey. I hope there's a Part 3.
Great map, strong sense of place with amazing brushwork&texturing. Ending's a bit anticlimaxing, but I suppose we'll have to wait episode's completion to judge that. One major flaw: coming from dwroae_m3a, I was loaded up on red armour, only to find out that I wasn't able to get any further without shooting myself in the foot. Maybe a different kind of pickup would be advisable to trigger the ambush and open the doors. Man, those Red Armours are hard to earn!!!
Nice job. Getting back in tonight to finish secrets hunt.
[quote]Maybe a different kind of pickup would be advisable to trigger the ambush and open the doors.[/quote] Or better yet, how about NOT adding triggers to pickups AT ALL? I don't know how some mappers think it could ever be a good idea...
Fucking Markdown! This shit is really confusing: the other day I made a post with Markdown tags at Func_Msgboard and now it's the other way around! As if having two different systems (html/bbcode) wasn't bad enough, now someone had to introduce a third one... Thank you very much.
/rant over
Enjoyable, but a bit disappointing after the fairly epic exploration of part A.
I had exactly the same issue as The Silent, too bad I needed to hurt myself just to make progress through the level.
101/104 kills, only 5/8 secrets. I'm dying to find the others, the "super secret" tag whetted my appetite. I suspect I must find a way to disable the lasers, but I might be wrong. Overall this is a very nice map that takes the decaying base concept to a new level (very reminiscent of Warpspasm for me, but I understand it originates from elsewhere). Not the same issues as part 1, but as MikeTaylor implies, it is indeed an underwhelming follow-up, mostly because the first part was so grand. But it is much less confusing, and some pretty original mechanics were set up.
Too bad this is DeeDoubleU's latest map according to Quaddicted, I'd have been curious to see more.
Found the "super secret". It was funny, but I'd rather call it an easter egg.
I liked this better than the first part because I didn't get lost. :P
This is a worthy continuation of the first level! But the problem of triggering the trap and the elevator only when taking the armor remained (this is especially annoying if the player has red armor after passing the first part). 5/5
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Did you read the file's readme?