6a494eaf1d1d2d153bb79a94cd4069a5011ce4c601fa31929f1a6aedbd85c734

6a494eaf1d1d2d153bb79a94cd4069a5011ce4c601fa31929f1a6aedbd85c734
overall_rating 3.885416666666667 18

Forum thread for simmer2

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nice map. i would’ve loved to be able to use a nailgun the whole time. 4+

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Unregistered user “hi” posted:

it’s QuBix not Qudix

Fixed, thanks

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Fun map. Maybe at the start, there could be a mandatory box pushing to inform the player of this mechanic, since it wasn’t avaible in the original quake.

I liked the idea of the map, teleporting monsters in an base map, at least for me, it felt like a story progression, like a base testing teleporting technology.

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This is an absolutely blast – great fun to play in an unsophisticated way, but then I’ve always had a penchant for mowing down wave after wave of base enemies with shotguns. It feels a little bit like (a less polished version of) Core Decomposed, the opening level of CZG’s classic Insomnia, or perhaps more realistically like a better version of Cheyenne Mountain Complex. The new textures change things up just enough to be interesting, without making it feel like Not Really Quake.

I finished with 168 of 171 kills (on Hard), but only picked up the lame secret at the end. There are two more of them out there, likely including a lightning gun which would have been a lot of fun to spray around.

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Great fun, loved it.

There are a couple of places where you can get stuck, one of them being the carved floor under the elevator in the room with the silver key.

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Not a fan of base levels or grunts, but this was a BLAST to play! Loved every moment… just wish there was more of it.