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New Q1SP MOD - Arcane Dimensions
Download! Link

Readme! It's in the damn download zip obvz

Screenshots! It looks fucking amazing what do you expect?

Latest Patch! Here

The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm

and remember ...
RECORD A DEMO
share your experience!

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut!
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Thanks Guys 
i'd like to see more rmx maps

request to mr.Sock, could you adjust your e1m1/m2 rmx maps to an AD mod 
 
Tried to watch Daz's demos but I get an error on his E2M2 demo, model 191 not found? 
Raining Gibs 
When I first setup gib models I had everything exploding into fleshy flying bundles of goo! The sight of the gib showers made me laugh because it looked like some crazy 80's B movie with Ketchup everywhere. As more people joined the mod eventually I toned it down because the surprise and horror of gibs is lost if you see it all the time.

So has anyone considered supporting some animation states for gibs?
The problem with gibs is that when models fall they bounce based on a square bounding box. There is no roll, tilt or ragdoll physics, its just cubes arbitrarily spinning on their three axes! It could be cool to have animated gibs but it is a lot of extra work and I will be surprised if anyone adding monsters to AD will even think about standard gibs.

@Spy, There is a lot to consider when convert existing maps to AD, breakables, fog, new monsters, a couple of extra areas and more testing. I think my time would be better spent remixing new maps, maybe more from the E2 series. They have such lovely flow about them and I really like non linear designs more nowadays.

@Fifth, sounds like you are running an old version of the patch! ;) Download the latest and make sure you install it over a clean version of the original Mod directory! 
Two Demos On E1m1 
Very Cool Maps! 
E1M1 was cool. Loved what you did with the secrets, though I couldn't find a way to open the RL one. Lovely details. Cool setups, right balance, short and sweet.

E2M2 is very, very good. Tight cityscape with many, many secrets. Loved the progression and all the little nooks and crannies that allow a creative flow, even more so than the original. Ammo situation was indeed pretty damn tight but very enjoyable. These Z-Aware Ogres are devastating, though I did not even take this Quad in the end.

Skill 3 demos: https://drive.google.com/file/d/0BwnUnvcoU4HFNHpJRkZMd0d6dDA/view?usp=sharing 
 
I've made a terrible mistake...

people spend 2 minutes actually playing the map, and 10 minutes shooting random walls looking for secrets! :D 
Wouldnt Be A Doom Map Remake 
if people didnt spend time randomly shooting walls. 
Found All Secrets In Your Map Scampie 
Folks are just blind and don't follow wires hehe. 
MFX 
I can't take a screenshot right now, but it's a moire pattern distortion similar to this:
http://www.cs.berkeley.edu/~sequin/CS184/IMGS/TexMapSampl_F32.jpg

It's like the renderer is ignoring the _MIPMAP_LINEAR part of gl_texturemode GL_NEAREST_MIPMAP_LINEAR. I've also made sure that anisotropic filtering is enabled, but still nothing. Intel GPU, by the way. 
Steam Post For AD 
http://steamcommunity.com/app/2310/discussions/0/458607699624014899/

Feel free to reply and subscribe to the discussion so the post is included on the community hub. 
Doomworld Approves 
Mod_LoadModel: Progs/s_plasma.spr Not Found 
@KIlles I get this if I try to put patch2 on top of base AD, but not with base AD itself. 
D'oh! 
@Killes; Don't use Mac OS X D&D to unpack the patch zips into the AD directory, it will remove the old "progs" directory rather than merging. HTH 
 
btw patching would be easier for people if the original mod and each patch were in pak files. 
^^^^^^^^^^ 
I second this. Why wouldn't you? 
Thank You 
There is a lot to consider when convert existing maps to AD, breakables, fog, new monsters, a couple of extra areas and more testing. I think my time would be better spent remixing new maps, maybe more from the E2 series. They have such lovely flow about them and I really like non linear designs more nowadays.

oh, I've got it. Can't wait for your following rmx map(s) 
Breakables 
I really enjoy the breakables. At first I was a little miffed that EVERY secret seemed to use a breakable of some sort, but I found that it really depended on the map. The one secret type that really annoyed me was where you shot a board to have a goodie fall down, usually in my face ha! But like the projectile shotties they grew on me. It became a very satisfying action. I feel as though my maps are less full of character without the breakables.

What did you all think of them? Were they overused? It really is a nice system that sock has coded up. Should all future Q1SP's use breakables now? Or would that be to much like half-life. 
 
Breakables, spinning stuff, 3 barrel SG and Lost Souls are mandatory to me from now on. 
MFX 
Thx 
i see. 
Smash And Grab 
I really enjoy the breakables, What did you all think of them?
For me the breakables are about how the monsters can interact with them. If the player hides behind or if the monster is blocked by a breakable, it will attack/jump its way through to the player.

The map ad_test1 has plenty of good examples, different materials, multi stages and surprise encounters bursting through walls with special monster animations. The secret to breakables is the angle key, placing them in locations that the player will not expect and making the environment feel alive through change.

Should all future Q1SP's use breakables now?
There are plenty of styles and ideas that can still be made with classic Quake. The mod does have all the source files (QC) included so anyone can create their own variant if they want, just pick and mix the stuff you like and throw away the rest! 
More Thoughts 
I played some AD maps one more time recently on normal to find more secrets and to enjoy the atmosphere.

I must say that ad_mountain has impressed me much more on the second playthrough: the knight that guides you through (unmarked) secrets from the very beginning adds a lot to the overall atmosphere of the map. I managed to find the knight story secret this time and I can say it was amazing!
It's so great when map has different story layers that may be revealed to players that look for them.

I'm not a big fan of quake maps that force some story directly to the player during the usual playthrough, but this kind of storytelling is really great in quake - if player wants more than just interesting combat encounters in beautiful locations then the map can provide it to him, just give some subtle clues that it exists.

Also the colored lighting was amazing in this map.

Great job, Sock!

PS I'll post some more feedback as long as I progress thru other maps one more time. 
E2M2 
Love it! Awesome super secret! 
 
Playing the Hanger remake while listening to this in the background is a very enriching experience. You should try it out

https://www.youtube.com/watch?v=q657rEkgfKs 
Hit Or Miss 
@PuLSaR, thanks for the feedback. Firetop Mountain is certainly an odd map, if the player does not discover the knights tale the map will appear to be just a mediocre stroll downwards to an often made boss battle. Its certainly a risk to make the true nature of the map a secret, but I had always hoped that when someone discovers the story they will be grinning from ear to ear at finding something special.

@Qmaster, AD_E2M2 has two super secrets, one dedicated to Scampie and the other to OTP who told me about an unusual way to play Zendar!

I rather hoped there would be more demo's of E2M2 because it is such a good non linear layout. The demo's I have seen so far were awesome to watch, thank you Daz and Skacky. Such a shame the Quake community is so quiet nowadays, oh well, ce la vie! 
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