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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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Sock did create the crossbow for the In The Shadows mod of his.

And it is pretty cool.


The skin needs some work. 
Rick 
"I don't know why exactly, but a crossbow seems a lot more Quakey to me than a lightning gun. "

For me Lightning gun is the best Quake gun and also Rocket Launcher, those two just feels Quake to me.

I would love to see other enemy than shambler which uses thunder/lightning, weaker more regular enemy but with quite powerful attack. Many cases I wanted to use enemies that would change the gameplay totally, but if I really need to use shambler for that.. shambler is hard to kill, something weaker but with same attacks.

For example in Myth I : The Fallen Lords "Fetch" : https://www.youtube.com/watch?v=17q81rwqyGg
Lightning is not fast, and is possible to dodge, but has explosion radius or something like that. 
 
Doesn't the Night Gaunt from Quoth use lightning to attack? They have bad aim though, trailing behind a moving player where the shambler stays focused. The other difference of course is the flying ability. 
NewHouse 
The flying Night Gaunt from Quoth has a lightning attack. Can someone confirm if it's in AD too or not? I can't remember right now. 
Dammit, Pritch! 
Beaten to it. 
Night Gaunt 
It is in AD, but its attack is different, IIRC. It throws a projectile. 
 
Can't wait to start experiencing that by myself too* so this is your own engine project? 
 
Hups, sorry from page* 
 
wrong* 
HD Pack For Sock�s Firetop Mountain 
Gentelmen,

the HD pack for Sock�s Firetop Mountain (ad_mountain) is available here:

http://quakeone.com/forums/quake-mod-releases/works-progress/11588-hd-textures-sp-maps-52.html#post169062

Enjoy 
Cool, Thanks Icaro! 
 
Is It Possible To Specify How Much Ammo Enemies Will Drop Down? 
I want player to use widowmaker more than the regular shotgun, ammo amount should be something like 3/6/9 shells, so basically 1/2/3 shots for widowmaker. Is it possible to make shotgun grunts drop down that much ammo, and not just 5? 
Yes 
Add key|value of ammo_shells|3 to any monster_army. So long as ammo_shells is not <1 then it won't use the default. 
Yes? 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more? 
Books 
I really like the books. Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages? 
In The Beginning 
permanently replacing the LG with the PG leaves the player with zero hitscan guns

When I think about Quake I see projectile combat like nails, grenades and rockets which highlights the strengths of a 3D environment. The original idea of the MOD was to switch everything over to projectiles, which is why the shotguns and lightning gun were changed.

Obviously there are exceptions to this rule like the Shambler and Wraith but I think there are valid reasons to keep them. Originally the wraith had a projectile attack, but it was so easy to dodge (player movement speed issues) that it was better to switch to hitscan than to keep increasing the projectile speed.

Ideally I want AD to have greater emphasize on leading shots and less point and click (hitscan). I know this is a divisive issue (hitscan vs projectile), but I don't think AD needs to mirror the original game, it can explore different combat mechanics instead.

I decided to choose replace/upgrade weapons because I wanted to move away from hitscan attacks and to keep the weapon selection simple. I can understand players might be annoyed they cannot go back from an upgraded weapon and in hindsight the ability to drop a (upgraded) weapon might have been a good idea. 
Cross Over 
I don't see why the supernailgun couldn't be an upgrade of the nailgun
The SNG certainly feels like an upgrade to the NG and I don't think many people would want to go back. I think the SNG should fire twice the amount of projectiles instead of just nails with more damage. It should look/feel like a hailstorm of metal raining down on monsters!

ITS Crossbow Please! With Nightmare-speed bolts and damage of 130. Crossbow knights could drop a couple bolts, bolt quiver ammo should be somewhat scarce. Poison could be used sparingly too
The crossbow feels more like an assassin weapon than something a Quake marine would use. I can see why it would be popular because it acts like a sniper/railgun. I did have plans to add more bolt types to ITS, but that is another story/thread. 
High Detail Mountains 
HD pack for Sock�s Firetop Mountain (ad_mountain)
Wow! that is a lot of extra work!
Thank you Icaro, the screenshots look very cool. :) 
Patchy Pages 
I tried adding new key "ammo_shells" and value 3. I compiled map, shot grunt and it drop down 5 shells (default). Do I need to do something more?
Yes, apply the patch!

Do you think it's possible to add the SOE multuple pages where pushing the cycle weapon keys or the number keys changes pages?
Storing large amounts of text on map entities is a problem for some editors and I am not convinced that players would know to scroll through different pages. I think if you want extra text, either more books or maybe more details in the readme file instead. 
 
"or maybe more details in the readme file instead."

Or maybe not. A lot of people don't read the readmes. 
Sock 
The crossbow could work well as a replacement for the lightning gun...

Slow reload and high damage could give it similar drawbacks / benefits as the current LG with its high damage, limited range.

... and hey, they both shoot bolts =P 
@sock 
I'm still a noob to Quake mapping, so all I have to offer you are some typo corrections in your readme.

Line 476: "swimming"
Line 477: "targeting"
Line 485: "additional"
Line 495: "variable"
Line 506: "variable"
Line 562: "clients"
Line 690: "whether"
Line 902: "collision"
Line 1023: "targeting"
Line 1033: "targeting"
Line 1045: "targeting"
Line 1057: "targeting"
Line 1069: "targeting"
Line 1164: "breakable"
Line 1195: "objects"
Line 1224: "objects"
Line 1255: "minimize"
Line 1256: "involved"
Line 1322: "targeting"
Line 1437: "mountain"
Line 1450: "soldiers"
Line 1476: "eliminators"?
Line 1498: "erratically"
Line 1628: "tendency"
Line 1635: "pummel"
Line 1728: "tendency"
Line 1835: "novelty"
Line 1980: "available"
Line 2013: "resistance"
Line 2045: "Z-aware"
Line 2075: "independent"
Line 2110: "grenades"
Line 2124: "multiple"
Line 2137: "Z-aware"

Read through it last night, some great information in there! And here I was thinking you didn't have a complete changelog for the mod.

Also, sock, what editor do you use? 
--- 
IIRC he uses Gtkrad 1.3(mapping for ET technically) 
 
Sevin 
clearly read the readme more thoroughly than the AD team I think ;) 
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