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Updated Q1SP MOD - Arcane Dimensions 1.5
Revamped version of the cutting edge next-gen AAA Quake mod with more STUFF and more MAPS, including:

1.5 Maps
--------
* ad_chapters - More themes and portals (Simon OCallaghan)
* ad_azad - The Realm of Enceladus (Maik Franz Xaver)
* ad_tfuma - Terror Fuma (Gavin Edgington/Eric Wasylishen)
* ad_magna - Leptis Magna (Noel Lacaillade/Andrey Saenko)
* ad_metmon - Arcane Monstrosity (Simon OCallaghan)
* ad_zendar - The Horde of Zendar (Simon OCallaghan)
* ad_sepulcher - *Not Available* (Henrik Oresten/Simon OCallaghan)

Download (200mb + 17mb Patch 1):
http://www.simonoc.com/files/ad/ad_v1_50final.zip
http://www.simonoc.com/files/ad/ad_v1_50patch1.zip

Screenshots:
http://www.simonoc.com/files/ad/ad_15_finish1.jpg
http://www.simonoc.com/files/ad/ad_15_finish2.jpg

Readme:
http://www.simonoc.com/files/ad/ad_v1_50_readme.txt
- which you really should read or sock will come round and beat you senseless, particularly since this ESSENTIAL information for players is hidden part way down:

Ammo Resistance
---------------

The Shell and Nail visual resistance is shown with a mixture of red and grey impact particles, a ricochet sound, various smoke chunks flying off
in random directions and the monster screaming in pain.

The Rocket and Cell visual resistance is shown with a small puff of smoke, a different rocket sound, small gibs of flesh (blood particles look odd), various smoke chunks flying off in random directions and a monster scream.

When a monster is hit with a projectile and they have ammo resistance they will ALWAYS ignore pain and not go into any pain animations.

Name Shells Nails Rockets Cells HP Effective
------------------------------------------------------------------
Golem --- 50% --- --- 500 1000
Minotaur --- --- --- 50% 500 1000
Seeker --- --- 50% --- 500 1000
Shambler --- --- 50% --- 600 1200

Stone Knight --- 50% --- --- 75 150
Stone Hell Knight --- 50% --- --- 250 500

Defender --- --- 50% --- 100 200
Eliminator --- --- --- 50% 120 240
Pyro --- 50% --- --- 100 200
Fumigator --- 50% --- --- 100 200

Boglord --- --- 75% 75% 1500 ---
Eidolon --- 75% 75% --- 2500 ---
LichFiend --- 75% 75% --- 2500 ---
Nour --- --- --- 100% 2000 ---

Chthon --- --- --- --- 2500 ---
Shub-Niggurath --- --- --- --- 2500 ---


Footsteps off:
Impulse 120

Pixels off:
Impulse 115
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Fair Enough 
I asked out of curiosity but yeah, gameplay is what really matters. I loved how it's mostly exploration for the first part and then, right when you grab the secret, all hell breaks loose! Minor quibble: the last "boss" fight is a bit anticlimactic, especially compared to the secret fight: all you have to do is safely snipe from the other side of the bridge. 
I Know 
but there has to be some things to moan about in the end, nothing will ever be perfect. words words words.... 
Hah! 
Rest assured that of your maps I've played so far, I very rarely have anything to moan about. BTW, how's work progressing on your spaceship map that you teased us with a few screenshots some time ago? I expected it to be in 1.5 and was a bit disappointed to see it wasn't there... 
 
Oh well, that map needs some rest again, the tech/engines aren't ready yet. Or sth. 
Awww... It Looked Great! 
And we don't have many space maps in Quake. What's so special about it that modern engines can't handle? 
Simple 
Too many faces being drawn at once, because of excessive facecount/geometry being too detailed. Huge vistas play a role too. I hardly expect this to not improve over the time, tbh.
We'll see, but atm the map is unoptimized. And not much fun to play. 
 
This can't be just because of the lighting, can it?

Well, it seems to me that the only major change is the fog color. Even the skybox is the same, but the way the fog affects it (I think it's the fog) makes a lot of difference.

Also, it seems to me that the shadows remain cold, which doesn't work as well with magenta as the primary color of the sky. 
Dwere 
if you don't mind, give some examples (like screenshots), so i can follow your reasoning more closely. I try to improve the light with every new map (and with older ones revisited), so im glad with any feedback you leave here.
Thx in advance. 
Basically.... 
MFX, GO MAP. 
#421 
They do?! Define seasoned? After 20 years I must not be seasoned. I examine the files before I put them where needed under my quake directory, read the readme for mention of need to know impulses & other info and not blindly delete anything. You described the opposite of seasoned. 
 
Is there a document detailing the wave/trigger setups for the bosses (ice goldem, eidolon)? 
#446 
I think he meant seasoned as in "herbs and spices". Well marinated Quakers tend to taste better when you delete their config files. /s 
LOL Pritchard! 
@xaGe Well, it never hurts to take a look of course, but what I described is the very abbreviated version of the advice I was given several times when I was still very new to the community from people who have done it for years when I complained that some mods fucked my config up and forced me to redo it all over again. I never meant that they do it blindly, or that anyone should for that matter. 
@preach - It's Awesome You Read Me Correctly 
It might even let you fix the issues that future versions of a mod break compatibility by adding the progs to the map pack, thereby freezing the version of the progs which the map pack uses (although on the flip side this means that you won't get bug fixes from future versions either).

I've been thinking about this. You read my mind.

I want a mapper's map to be played in the context of the original mapper's intent.

About Spike: Spike is 1/3 right and 2/3 wrong.

I love Spike, Spike is very intelligent.

But 18 months ago, Spike didn't fully understand what the Quake Injector did or why it was important.

I'll just say this: Spike is wrong. I'll prove it later.

I can explain exactly why Spike is wrong.

I'm rather happy you correctly interpreted my posts from my point of view of someone who cares about the infrastructure of Quake and the intention of mappers.

I also wish you structured the Quoth 2.2x updates in the same "peel back" manner as previous Quoth release.

Story for another time. 
@spike 
multiple gamedirs are fine if mod makers take the necessary precautions.

Bullshit.

I know of examples that even mods with all the precautions possible, the engine cannot handle correctly because the right information isn't available.

It is also obvious in your very careful wording "necessary precautions" that you damn well know there are a number of conflicting scenarios possible.

You already know "multi-game" has very negative consequences and is poorly designed. 
@spike - A Simple Example 
1) AD modded by community, version 1.
2) My mod that depends on AD. version 1.

Which progs.dat gets used? Mine of course.

Then dwere fixes the super shotgun model in "AD modded by community, version 1" by adding a couple frames. And he patches the progs.dat and source code.

Of course, now my "My mod that depends on AD" is now broke. Because my progs.dat is the one that runs, and it doesn't know about the new model frames.

The whole multigamedir concept depends on non-development. The slightest change in a dependency throws a wrench into everything.

And what's fun, I have examples of how it can get hilariously screwed up even with "all the right precautions". Awesome stuff.

Pictoral view - educational, for sure

What could possibly go wrong? 
 
if you don't mind, give some examples (like screenshots), so i can follow your reasoning more closely

I would, but I'm not sure what I should depict. I'm probably pulling this last bit about the shadows out of my ass anyway.

What I was trying to say is that the sky is pretty saturated, so it should probably affect all exposed surfaces by making them absorb some of its hue. But the ambient (not sunlight) hue seems to be cooler, and not much different (if at all) from when the sky was blue.

Since the sky/fog color isn't that warm, maybe it's okay; but something forced me to make this observation, so I dunno. I'm not gonna pretend I have a deep understanding of how this should work. 
@baker 
Then dwere fixes the super shotgun model in "AD modded by community, version 1" by adding a couple frames
which is why I listed this precaution
if a mod adds/removes/changes frames in a model, then the new version of the model needs to use a different filename (the old may or may not need to be distributed).
obviously that needs to be followed by the original mod ANYWAY if you want multiplayer to work well when people may have slightly different versions installed. If dwere causually changed a model then its dwere's fault (poor dwere, getting picked on like this) if something (like multiplayer, or hi-res replacement models) fucked up because of it.

multiple gamedirs already exist. id1, qw, $enginedir, hipnotic, quoth, $mod (+homedir versions of each)...
Keeping extra blockages to prevent people from doing what they want when the engine must already be able to cope with it is just user hostile, imho, but to each their own I guess. Without it I guess people will just have to keep on making copies of large (and possibly copyrighted) mods.
Anyway, your engine, your limitations. Whatever. 
 
ad_tfuma
skill 3
54:45 ; 6/13 secrets ; 211/245 monsters ;; 3 deaths
wow
i really liked the new monsters. i don't if any of you knows the doom's mod "winter's fury" (awesome wad), but poison instead of ice. i decided to end the map before trying to get to the roof. well, the next time i will try to do a 100% run, no matter how much time it takes.
https://drive.google.com/open?id=0B72Jjyg-RfNFV0gxNlR6bU5rOEk 
No Making Copies, Just NOT Using That Engine. 
Not that I could anyway since it doesn't seem to support Linux, but that's not the point.

On Linux at least you could symlink files and folders to save space, but still not as friendly as command line multiple directory support. 
Going To Play Through The Rest Of This In About An Hour 
 
ad_magna
skill 3
2 deaths
i did not take notes of time, monsters and secrets. but it's the biggest demo in filesize. 165mb, ~2.4gb uncompressed
impressive really. really long map, lots of secrets, lots of monsters, good gameplay.
https://drive.google.com/open?id=0B72Jjyg-RfNFZERmakkzZ2w1U28

well, i finished playing all the maps
what can i say that hasn't been said? it's a shame that this mod don't have more exposure. it's really that good, the gameplay is excellent.
doom has a better gameplay, that's why it has a bigger modding comunity and vibrancy. quake it's my favourite game of the two, but perhaps it's the first pc game that i played.
but with arcane dimensions, quake has better gameplay that doom or any of doom mods i played. better yet, it's simple enough that any "casual" player can grasp it quickly and enjoy the game. the maps have high replayibility

i played mods in doom, unreal, half-life I & II, age of empires II & III, warcraft III, homeworld series, total war series, stalker, oblivion, skyrim, etc. and this is the best mod that i encountered thus far. long war for xcom:eu and perma for skyrim are awesome high quality mods. i find arcane dimensions better than those two, wich i previously considered the best gameplay mods in games (that i know, and not counting counter-strike, but that's multiplayer). 
Thx Topher 
Cool demos! 
Can Ad Be Done Chopped? 
i will try, with the following rules:
* easy difficulty
* no reloading.
* no speed demo. i am not interested in doing it in the shortest time.
* shooting buttons allowed
* a couple of really accidental shots allowed. ie: when you pick a weapon during a fight.
* shot at flying enemies allowed but only when it won't come to ground level.

i'm not sure how many maps i can finish this way.

here it is ad_e1m1 done chopped (the easiest one):
http://www.quaketastic.com/files/demos/ad_e1m1_topher_axe.7z 
 
more fun!

ad_e2m2
this one was tricky
those hammer ogres are a nightmare to fight with the axe. for now.. until i figure out how to fight them well.

http://www.quaketastic.com/files/demos/ad_e2m2_topher_axe.7z 
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