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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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Q2 Sarge 
doesnt seem a good fit IMO. I think we're in dire need of a few new *original* base enemies, especially some high quality big ones. I'd love to see this big guy make it -
https://twitter.com/AndroidArts/status/746779035150192640

Or hell, a reskinned Strogg Tank. 
Yay 
chibi quake guy is back :} More here: http://androidarts.com/kawaiik/QuakeBunny9.jpg 
 
I dig the big guy. The hunter from RRP is such a cool base monster also. 
 
I'll echo the comment about reskinned grunts and enforcers. Never really liked them in Quoth.

OTOH, new enforcer types in Rubicon 2 worked pretty well for me. Maybe it's the skins. 
Skin Job 
I think the Edie and the Gug are the only ones not ported over, right?
Only four models from Quoth exist in AD (Bob, Voreling, Night Gaunt & Drole) everything else is from different sources. The bob/jim was modified the most with a new skins, UV and animations. The death brigade in AD is completely different to Quoth. The QC for the base enemies in AD is mostly by me (remember no source available for Quoth) so they will behave slightly different.

I'll echo the comment about reskinned grunts and enforcers
I spent ages creating the new AD base monster skins (did not use Quoth assets) with different arm/leg/helm pieces to give them more variety when standing around together in bases. Oh well :( 
He's Right You Know 
The base enemies in AD don't look like their Quoth counterparts. Hell, the rocket grunts in Quoth re-uses stuff from Team Fortress! 
 
speaking of monster inspirations... Chasm's monster fit much better than Quake 2's, like the Faust

http://www.mobygames.com/game/dos/chasm-the-rift/screenshots/gameShotId,613270/ 
 
The base enemies in AD don't look like their Quoth counterparts.
I was only talking about Quoth.

Chasm
Too bad this game was never ported or reverse-engineered.

A few years ago, people wanted to either extract or recreate the models from it for a Doom mod. I don't know if they succeeded, but I doubt they got very far. 
 
 
Well, mostly talking about Quoth, and mostly about rocketeer. While AD follows the same color patterns for additional ranks, the colors are applied in a more subtle way, which is already an improvement.

My problem with rocketeer is his zombie-like vocalizations inherited from the grunt. It makes him look much less intelligent than enforcers, which makes it strange that he's been allowed to carry such an advanced piece of weaponry.

It only really makes sense when he blows up himself.

Also, the grunt model is pretty ugly (which again only applies to Quoth) and should be contained instead of being allowed to reproduce. 
 
Are there new monsters planed for AD 1.5? 
 
Btw Sock, I enjoyed that Sin level you did back in 1999 lol 
New Monsters 
Yes 
Request For The New Version 
Currently, the option to turn off shell casings and shotgun projectiles are lumped together.

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?

:} 
Sins Of The Past 
Are there new monsters planed for AD 1.5?
A couple, not many. I was planning to add a bunch of extra water monsters, but they were Hexen models and water combat in Quake is just not fun. So I decided to spent my time adding new bosses for other peoples maps instead!

I enjoyed that Sin level you did back in 1999!
I can't believe its 17 years ago I made that map, I had such a blast making that map at the time. It was essentially a Quake map with locked colour key doors and entity scripting. How time flies!

Would it be possible to separate the two so I can turn off shell casings but keep projectiles?
Yes, new impulse command and server bitflag option added. 
AD HD 
At least add some spawnflag on monster_fish that makes it faster and more damaging. Slightly modified/partially recolored skin if possible. 
Fishy Fish 
I did create two different sizes of fish and a couple of extra skins for variety reasons. I also added a wetsuit powerup so players can fight / explore underwater for longer periods. Just need some good underwater maps, maybe something for a negke project! :) 
Gill Beast 
I still think something like a Gill Beast from Blood would work well for underwater combat 
OOOOooo..new Water Monsters? 
So no new water monsters at all?? 
Sorry Sock..just Saw The 2 Fish Post. 
That's better than no water monsters. :) 
Coop Nightmares 
More features for AD 1.5 update:

* New entity keys on any item/monster/func/trigger to only spawn if nightmare skill or coop is active when the map is loaded.
* Backpacks dropped by monsters or players will stay around permanently if coop is active.
* Player backpacks can now drop Keys or Runes.
* Triggers will send centerprint messages to all clients if coop active.
* Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.

If anyone has more coop suggestions please let me know and a big thank you to negke for all his help so far with coop gameplay ideas.

Also new HD weapons and church stuff! 
Sock 
how many more maps will drop for the next release? 
 
Monsters will no longer rapidly switch player targets in coop, but will be on a timer instead. So monsters will stick to one target for longer.
They should probably do the same when infighting is concerned (if they aren't already), like they do in Doom. 
Looking Good 
how far away is 1.5 sock?

I might finally be able to play again soon and want to start with AD but if 1.5 is around the corner, may as well wait some more. 
AD 1.5 Progress 
@Shamblernaut, I am hoping for 5-6 maps for the 1.5 update. 3 are remakes and 3 are brand new.

@dwere, I did add the infighting target lock feature to 1.42, but it was something that had to be enabled with entity keys. There is an example of the system in ad_test6 behind the healing pool with the Shadow Axe which is between the knight/crossbow arena's.

@nitin, good question and I don't have a good answer because lots of problems have occurred with map schedules. At the moment everything has slipped and I cannot confirm when its going to be released exactly. 
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