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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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@Shambler 
Gameplay was semi-horrible mostly due to the ammo sponge / unavoidable damage of AD monsters (I think having to use respawning items is an obvious symptom of this)
Maybe I am being overly sensitive here because I spent so long creating the monsters for this MOD that I cannot see if this comment is a rant or constructive criticism. It certainly feels like a lot of anger to me which makes me wonder where is the frustration coming from.

I did spend a long time making sure that the HP of the monsters was reasonable and lower than Quoth and even Mission pack 1 and 2. I tried to make sure that the player did not need a truck load of ammo to kill anything and I am wondering what is wrong? Is this about all monsters? the mod in general? Can you be specific? 
 
He's probably using the wrong weapons, though it isn't too hard to figure out the best weapons for each enemy.

And the projectile shotguns, at least, deals more damage than the vanilla ones (killing knights with 3 shots instead of 4). 
 
Nothing wrong with AD monster balance.

Like sock says, they are much easier than anything in quoth and whatnot.

Shambler plays with a really erm...eccentric control setup - something like "press floppy drive eject" to fire, and "press computer's power-off button" to jump, so could be something to do with that. 
~Sock. 
You are being overly sensitive there, yes.

The AD monsters (& weapons) are a bit like the Quoth ones (the obvious difference being that they aren't actually broken like some Quoth ones) in that some of their design aspects can lead easily to player frustration, and some of them have to be used extra carefully compared to Quake monsters. Some AD maps did this well, others seemed to use them to maximum frustration i.e. the maps I accidentally played first that gave my first impression of the mod (old story). Horse errred on the side of frustration e.g. crossbowmen miles away, gargoyles that tended to encourage a health-dropping fall down, wizards & skulls in a restricted space. That's all. 
Kinn. 
You type with a really eccentric control set-up, which the likely explanation why half ur posts are utter dogpiss. 
Bulletsponges 
Can somebody please do a write-up on why bullet spongy enemies in games are a bad thing? Preferably in Swedish since I'm not going to read it anyways. 
Shambs 
Hey I'm not the one who's mapped my player movement keys to a fleshlight controller. 
Enemy Balance 
Is something that was tested a hell of a lot.
The main concern I expressed was getting group fights correct. Quake sp has had years to get right, these new enemies need time to figure out what works.
I don't think I got the setups right in my map but it's early days still. 
Caling The Enemies Bullet Sponges 
Is lazy. 
Agreed 
also shambler is possibly the worst "human" currently alive. Ice cold diarrhea for blood and etc 
LOLOL. 
Okay would "imba ammo drains" be better?? 
Trial And Error 
You are being overly sensitive there, yes
Probably true, I spent so long tweaking stuff for the MOD I assumed it was the same quality level as the original monster design.

The new monsters are designed to work with and not replace the existing Quake monsters. They have new behaviour and attack styles that should encourage encounter layers over distance. I am hoping mappers don't create maps exclusively with AD monsters, because that was the downside of Quoth maps. Blending of the monsters (new and old) is the key to a successful AD map.

Hopefully over time with more releases and feedback everyone will get a better idea of what works well and what monster setups to avoid. I think the best AD maps will be the one's to follow the release, there was not enough time during the development of the mod to really work out the best encounter designs! 
AD 1.5 
I am planning a new version of the MOD to be released for June Quake Anniversary. There are several reasons for this, I want to merge the patches together to help mac users, fix more bugs (code, art and existing maps) and hopefully add more new content!

So here is your chance to request new features or help find bugs in the current version (1.42 patch 2) which I assume everyone has!

Arcane Dimensions 1.5 plan

* 6 new maps (some remix and some brand new)
* 4 new monsters (new undead, flying, underwater and boss)
* Support for nightmare only monster spawns
* Fixed gravity key on worldspawn
* Adding more particle and visual updates

So let me know here if you want something to change, be added or have a new feature idea you want for a future AD map! 
Oooh Awesome 
Btw, continuing shamblergate, I have to say that honestly the AD monsters are probably the most balanced ("easiest" isn't quite the right word, but it's close) monsters we've ever had in a user-made mod.

There isn't an actual problem as far as I see it. 
#731 
Yes exactly.

#733:

"continuing Shamblergate"

How about let's not?? I'm continuing imagining thoroughly tea-bagging you whilst you scrabble around dismally for the keyboard. 
Suggestions, Sock 
I complained before that several of the "test" maps were actually full featured maps, well worth to be declared in the default start map.

I suggest that you do include/declare them in the standard list of maps, for the AD update.

You could make them as the continuation of some other maps in the standard list (after the player take the final teleporter, instead of getting him on the start map). The end of the second map could then take him back at the start map.

You can't leave these great maps to stand behind in the "test" mud ! 
Test Maps 
Were designed as a way to check that all the new features were working properly every time I did a release for the team. They are designed for specific tasks, full of weird setups and were included as a resource for community mappers. Some of the maps are even complete sections of game play because a square box is often not enough!

I recommend that the test maps are extended into something new. There is nothing stopping the Quake community using the test maps as scraps or inspiration for their own mapping projects. 
Testicles Maps 
Sock, there are 2 or 3 tests maps in the lot that don't feel "test" at all. They are full normal maps, and shouldn't be declared as test maps !

I don't understand why these 2 or 3 maps are still declared as testicles !

Maybe you should visit'em back and replay with them. 
YES! 
Support for nightmare only monster spawns

Pinch me i'm dreaming!

Gravity and NM spawns would be my major requests and they are already listed! The new monster types sound great...having a little more variety in water other than a fish would be nice. New boss is welcomed too!

I'll try to keep an eye out for bugs and also put any ideas I have here but for now I will be happily awaiting this update!

Thanks Sock! 
Barnak 
If the author(s) of those test maps don't want them considered as full maps, then they will not be considered full maps.

I don't know why I'm even posting though because getting a point through you is nigh impossible. 
My Base Map 
Was started as a test map but not included as I started to develop it into a full map. Hopefully part of the new update in June. 
Sock 
My own wishlist for 1.5:

- The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters, which is problematic when trying to kill monsters while there are corpses nearby. Can this be fixed?

- This bug with Grunt shotgun blasts (required dmc3m1.bsp). Could it also be fixed?

- Pierceable breakables, as in that one mod, because grenades and rockers breaking through glass windows is super cool.

- I don't mind content from hexen, but IMHO, every single aspect of Dissolution of Eternity is irreparably shit and should be removed from AD. Stone knight skins, stone knight sounds, stupid glowing eye Ogres, those horrible Wraith models & skins in particular, and so on. They were shoddy in 199x and they're shoddy now. Just use the Zer flyers for Wraiths, since they're by far more befitting the general Quake/AD universe, and outsource the other stuff. This alone would be a huge improvement! 
Also 
This is unlikely to happen, but: a rebalance of monster/weapon health/damage. Mainly I think that all the different variants of Grunts and Enforcers should not incrementally increase in health, this was a problem in Quoth and it remains a problem in AD.

As per post #507, something should be done about Crossbow Knights, one way or the other. Repainting it to be silver and red is probably the way to go.

Monster resistances - I understand the idea but I don't think they're needed so much. Minotaurs being magically immune to Plasma makes sense, but I can't say that about the rest. Droles were already strong against all shotguns, a 50% damage resistance to shotgun damage makes shotguns completely worthless against Droles. For me it's the complete opposite of the Shambler logic, I just don't get why it's there.

And for heaven's sake remove whatever bullshit restricts item pickups in notarget mode, when I use notarget it's not for development. 
 
My only request is more ID1 map remixes. The mod is perfect. Maybe some work on the v_weapon models. The 3barels shotgun looks a little bit more detailed compared to the others. 
Otp 
One weird thing about the Dissolution monster models is that they all seem squished in profile, like they are out of Paper Mario. 
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