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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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+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. 
Crossed Wires 
the console spam should be moved to developer 2
Sorry I am confused, what console messages are you talking about? 
 
Sorry, nevermind. Turns out I didn't have patch 2 installed. 
Neggers You Shit 
 
Items Etc Not Spawning 
I suggest having a look if adding this to the world spawn helps -

no_item_offset 1 
Lmao Nrgke 
 
1.5FinalFinalFinal 
I didn't have patch 2 installed
I did not realize so many people would avoid the patch. I added bonus maps to tempt everyone, but I even saw streamers without the patch.

Hopefully this will all be fixed with the new version! :P 
AD 1.5 Progress 
2 new remix maps ready with extra routes, visuals and gameplay changes for the AD 1.5 update in June!

Metal Monstrosity 1 2 3 Video

The Horde of Zendar 1 2 3 Video 
JUNE 
 
joooooon 
I Expect. 
At least 2000% extra breakable window secrets in Zendar. 
Great Expectations 
The Horde of Zendar does indeed contain breakables, has the original monster layout/types and lots of new routes to discover! 
Umm 
those new zendar screenies, particularly the first one, I dont even know what to say!!! 
I Loved The Original Zendar 
No doubt I'll equally love the AD version. 
Zendar++ 
I think the new AD version of Zendar is much better; it has less barrier/doors, better use of the rooftop area, more alternative routes, still has the existing encounter design, loads of phong/dirt mapping and a much richer sound landscape! 
 
You mean you managed to improve an already perfect map? I can barely contain the hype. :P 
Tough Map Made Tougher 
Fending off the Bobs in the original Metal Monstrosity was already a challenge, and it's a challenge that's going to be made even tougher with the lack of hitscan shotguns in AD. I see that you've added those pesky Centurions in as well. It seems like it's going to take quite a bit of skill to beat the AD version.

MM is one of the most dynamic maps I've ever played in Quake. Whenever I play it again after it has been a month or so since my last playthrough and forget the exact and most efficient way I can beat it, the slight differences I make in the way I go about the map end up surprising me and causing me to face familiar enemies in unfamiliar positions. I really love this map so I look forward to the challenge. 
Tough Metal 
The AD version of Metal Monstrosity has wider platforms, a slightly different weapon progression and better access to starting items. The trick with the jim/bob in AD is to use the Single Shotgun, its 2x the speed of nails and can easily deal with their attack pattern.

MM is always going to be a love/hate level because of the lack of floor space and extreme vertical (jim/bob) combat. The map has many monsters on patrols which creates dynamic encounters and it certainly pays to take your time and find the better routes. 
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