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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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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. 
Feature Request 
My dream is soundscape system like in hl2. But right now it will be good to add pitch value (min, max) if possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe).

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die. 
My 2 Cents 
I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time.

I think the project is fantastic. The design and level of polish is very impressive. Seriously, I spent more time admiring the craftsmanship of it all than actually getting into the game. IMO, AD is at the top as far as quake mods are concerned. To sock and everyone else that worked on this, great job.

I don't have any constructive criticism or much else to say, I just wanted to voice my thoughts on this.

Really looking forward to what the future brings for AD. 
OTP 
I use notarget *all the time* for development. It's the only time I ever use it in fact. I see no reason for collecting ammo unless you're actually playing the map, this goes for notarget mode.

I'm sure Sock could come up with a solution if enough people can give good reasons to change the current behaviour, I can't understand why this annoying you though. 
Suggestions 
The Fire Axe's priority seems to be gibbing corpses rather than dealing damage to monsters
Its really designed as an alternative to dealing with zombies. The axe does do more damage and will cause lots of enemies to play long pain animations, but its essentially a zombie chopper!

Grunt shotgun bug
Not sure what you mean? the grunts are firing through architecture? under the platform?

the Dissolution monster models is that they all seem squished in profile
They are really bad, look at the morph enemies, they are the worst. It looks like they made them from flat skins instead of creating 3d models.

add pitch value (min, max)
I don't think any Fitz engine supports pitch changes. There is certainly no sound parameter for this that I have found.

possible and add more noise fields to ambient_custom_sound (noise1, noise2...) to play them in random order (via spawnflag maybe)
Someone else asked for this during development. I think it would be better to create a new entity for this as the original has on/off sound mechanic.

Custom monster drop is another thing that I would like to see. Like monsters dropping powerups or keys when they die
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I've been replaying AD the past few days at a more leisurely pace (I was busy when it released) and I'm having a great time
Its always good to hear positive feedback! :D 
Havent Had The Time To Play This Yet 
but the 1.5 update plan is spoogeworthy, especially with new maps! 
 
Not sure what you mean? the grunts are firing through architecture? under the platform?

Um, yes? 
Monsters Dropping Keys Would Be Awesome 
Possibly using a counter, so you could have a room with several enemies and the key will only be dropped by the last enemy killed. 
 
Certainly possible to add, drop/throw items like backpacks. Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

Maybe just make the item hover above the corpse without tossing it? 
 
Only issue is if the items falls somewhere the player cannot reach, lava pool or void?

I believe it's up to level designer to ensure that enemy that drops item cannot leave the space it should drop it (without lava pool, void etc). 
Raining Blood 
I believe it's up to level designer to ensure that enemy that drops item
My thoughts exactly, I will add this feature to my list. I can see it now, monster dies and spawns a lost soul with a shower of gibs! 
Zelda Mode Pot Smashing 
Make it so ;) 
How About A General 
func_container entity which could drop anything and look like any mdl/bsp the mapper wants? 
+1 On Crossbow Knight Reskin 
Other plans all sounds good, looking forward to it :-) 
Ad_swampy 
totally awesome map! i liked its grim vide, interconnectedness, proper designs and everything!
5/25 secrets, i'll return ;)

here's pathetic demos with me dying alot
https://cloud.mail.ru/public/MRx9/Sv4FFcubc 
Thank You 
for the demos, very nice!

Heads up to all others, the file Vondur linked contains demos for nearly all other AD maps as well.

Recommend watching those! 
Bug Reports For The Arcane Dimension - Where? 
I didn't find any good place to point out bugs, so should I mention it here? When using this mod for the mapping. If I place enemies near the each others, if the distance between these two is less than 4 pixels, they explode to the pieces in game.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case). Especially when doing couple small hallways that are just about 64 pixels + offsets, just enough so shamblers/ogres can use it for their path.

It's not the problem in any way, but afterwards when using some specific number sets in my test maps, it's rather nice to see everyone exploding to the pieces. ^^;

Other than that, very well made mod. I love the variety of monsters. 
You Mean They Gib? 
That's basic Quake behaviour - not AD.

And if you really need to fit them that close together within a 2048^3 (or is it +/- 4096^3?) space then great - you're on the first step to becoming an engine programmer. 
 
I've put stuff pretty close together in regular Quake with no problems. You might check the bounding boxes in game vs. where they look like they are in your editor. 
Wiggle Room 
I didn't find any good place to point out bugs, so should I mention it here?
Yes here is a good place or email directly if you want. I check this thread every couple of days and add stuff to my lists.

Also all the enemies seem to need more space to be able to move, once again 4 pixels free space (every pixel counts in my case)
Yes everything in AD requires 8 map units around it so that it can settle on the ground and not be stuck. If there is a problem with something check with developer 1 on and there should be yellow diamonds at spawn locations.

Are you using the new editor FGD/DEF files? If there are bounding box errors in the editor let me know and I can fix these. Generally as a rule I would not recommend 64 unit corridors as they are really tricky for several monsters to navigate properly. 
Developer Mode 
IMO, the console spam (whatever the contanstantly updated output is) should be moved to developer 2 in order to keep 1 free for normal dev purposes when testing a map. 
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