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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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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. 
 
I managed to complete Metal Monstrosity using a 360 controller, which is what I have tested a few maps with now. This helps someone like myself to temper the difficulty as I am pretty much able to complete most quake maps on my first attempt. 
Device Input Dictates Design 
using a 360 controller, which is what I have tested a few maps

I would not recommend testing with a 360 controller. Quake maps are often designed for pc keyboard/mouse controls with precise movement, vertical combat and quick reaction times. If the primary input device was a controller I would certainly design my levels differently. 
 
Used purely as a handicap. One of the main complaints I got about my own map is that it was too hard. 
 
Controllers get a bad rap because consoles are mass market and most casual players are bad - and then PC "master race" types see all these gimpy nooby games designed for casuals and wrongly think they are designed for controller limitations. That's not the case - they are designed for bad players.

A good controller player can handle anything a mouse & kb player can. I would cite myself as proof of that. 
Kinn 
Fat Thumbs 
@Fifth, using a controller to create a handicap as a way to determine skill level is a really bad idea. If you want to make better skill levels then apply design limitations!

* Reduce attack vector of enemies (infront mostly)
* Reduce quantity of enemies (small packs)
* Reduce vertical enemies (less fighting up)
* Wake up enemies in smaller groups
* Limit back spawning enemies

There are countless ways to create better skill levels, turning the player into a slow moving lump of treacle is not one of them! :P

@Kinn, I am well aware that some gifted individuals can use a controller as good as a mouse and keyboard player, but most people struggle with controllers with vertical combat and quick reaction times.

I am simply stating that the design of maps are often dictated by the primary input devices. I would certainly create no precise movement areas, use less vertical enemies and try to focus combat more infront of the player if the primary device was a controller! 
 
I have to be honest, I managed to beat all the maps I have played with a pad. I'm not bad with one, I'm just not as good 
 
Precise movement isn't a problem, gamepads can handle that really well.

The true limitations are turning speed and vertical aiming accuracy.

However, vertical combat can work well if its angle doesn't change often (e.g. a bunch of enemies high above the player, but none below them). This gives time for the player to adjust his vertical aim to the correct level, and afterwards the player only needs to turn and move around to focus the aim on each enemy.

And precise platforming also works extremely well, as long as there isn't much fighting at the same time. A precise platforming section with moving tiny platforms, death knights, scrags and fiends would be brutal; ogres, grunts and dogs would be more fair. 
AD Promo 
Wizards and Souls Firetop Mountain
Do you like the video style? Want to see more? 
Yer 
The generic canned "epic" music doesn't really fit - should be dark ambient. Other than that, I likes. 
 
The music is nice. The scenes focusing on where the ghost knight is are a bit like a spoiler, I guess.

Did you do any specific map editing or QC coding for this video? 
Ambient Snooze 
Dark ambient music certainly suits Quake when playing the game, but it is sleep inducing when watching a video. Need a beat, something lively to keep the viewer going. The Epic music is certainly not Quake style, but the map is not really a Quake theme either with the ghost knight.

Did you do any specific map editing or QC coding for this video?
I have added a new impulse command to cycle the intermission cameras and a couple of extra spawnflags. Most of the functionality showed in these videos is already present in AD 1.42 source. 
I Like The Music 
And the combat one works better than the flythrough I think. The original monsters have lots of popping in their animation which doesn't stand up to video scrutiny. 
Flythrough 
The idea is I am trying to tell a story, a journey through the map, with unique camera angles and directional pans and zooms. Probably best described as a raw/crude like Quake cinematography! 
Kascam Was 
An old mod that spawned a coop player as a camera which followed you around, snapping to cool angles depending on where you were fighting, sometimes resorting to first person if it went somewhere bad.

AguirRe had a copy of it... not sure where it ended up. 
 
I like Sock's videos in that they're not focusing on the action, but on the atmosphere. It's like they're telling a story about the map before the player gets in. 
HD Pack For Ad_e2m7 - The Underearth By Eric Wasylishen 
The HD pack for Eric�s "The Underearth" can be downloaded here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-38.html#post165743

Cheers 
Underwater Menace 
The seas around R'lyeh are full of tentacle stingers!
From RMQ project, a model by Madfox and re-skined by me 
Alternative 
weapon models for AD by the MODdb Quake community! 
Those 
are some sexy models! 
 
It is nifty to see sock and Romero trading kudos on twitter.

https://twitter.com/romero/status/739942174138245120 
It Looks Like The Shotgun Pellets Are Using The Wrong Skins 
There are two reasons I used impulse 130 for the entirety of the mod. The first is obvious: not having any hitscan weapons is unusual. I think I'd get used to it with time. The second reason is that it looks really messy. I suspect it was the main problem for me. Looking at the skins, I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey. In any case, swapping "16 + random()*7" with "4 + random()*4" makes them look much more natural.

Since I'm already leaving my feedback, I'd also comment on the new sounds. Shotguns are once again the main annoyance for me. First, it's strange to have different sounds for hitscan and projectile modes, especially considering that not all sounds are different. Second, Doom shotgun sound fused into the stock one feels hacky. Quake 3 shotgun sound used for much faster weapons also doesn't seem to be a very good idea. If I was to change these things (for my own modification, for example), I'd leave the original SG and SSG sounds for both modes, and gave the Widowmaker the Doom SSG sound.

Some smaller issues: the title of the base map is misspelled in the hub map. One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency. Oh, and it has those rather bad lava drain pipe animations, but solving texture problems was always hard with Quake 1. Fullbright pixels are all over the place whenever the fake lava glow is involved, but I'm tired of criticizing this issue. At least model skins seem to be devoid of it, unlike some of the skins in Quoth.

To finish on a positive note, thank you for renewing my interest in Quake. It's a great mod, and I'm looking forward to seeing new maps made for it. I usually only nitpick when I care. 
Before I Forgot Again 
Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.

Stone hell knights are using regular knights' sounds. 
Impulse X 
I'm not sure if giving the pellets a bunch of bright colors was intentional, but the source still claims that they're supposed to be dark grey
It was intentional, they started as dark grey and then I changed them so it was more obvious to see the projectiles pellets traveling. This also applies to pellets fired at the player from soldiers.

it's strange to have different sounds for hitscan and projectile modes
The idea is that projectile shotguns are more powerful (they do slightly more damage) so the sounds are more meaty. If someone is switching back to the original shotgun setup (via impulse 130) they are likely wanting everything how it was before which is why the sounds change.

One of the big maps in the mod (forgot the title) lacks colored lighting, which is an inconsistency
Lavatombs does have coloured lighting, its probably hard to see because most of the textures are white!

Lightning gun draws blood (that falls up). It's supposed to set enemies on fire. Dark orange hues may be misleading in the original game, but the particles were never red.
Original Quake has particles that flow up and there is no fire effect either. LG is pretty much vanilla Quake, except it can now gib monsters like using a hot butter knife!

Stone hell knights are using regular knights' sounds.
Rogue only replaced stone death, hurt, idle and sight. They are all included in AD and switched around when something is setup as stone. 
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