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Updated Q1SP MOD - Arcane Dimensions 1.7.1 *PATCHED*
Sock has been beavering away behind the scenes to get a fully updated tweaked fixed and finalised version of AD. So here it is. One point SEVEN.

Download (220mb):

V1.7.1 Patch (see recent post below):


Recommended Quakespasm 0.93:

Past versions etc:

In his own words:
"The AD zip file is getting a bit big and inconvenient to download and I think its time to start splitting stuff off into separate files. The AD map source files are not needed or viewed much and if anyone wants to see them, just drop me an email request.

This download contains all the previous maps, some new extra code and features, lots of bug fixes, some new mapper features (check documentation) and as a final bonus, a couple of extra maps hidden away in the main map hubs, good hunting!"

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You can check for yourself if it works using this simple example map I made:

If you rise near the surface of the water but do not actually go above it, one of the grunts will activate but the other will not. This is because of the liquidblock key. 
That is indeed interesting! Good to know, thanks. 
AD .FGD 1.7 + Ericw-Tools V0.16 Progress 
So far I have these things completed with the latest of everything:

Light Options: Entities and Bmodels
QBSP Options: Func_(variants)
AD Updates through "FUNCTIONS"

Some parts are ofc tedious, but the cool thing is, I can now "break" things apart. Example: Looking at the properties of a Candle no longer show the properties ONLY relevant to a Light(point entity).

Other little touches like that are used throughout.

So now it's just the actual AD 1.7 updates and then get SOCK to verify/confirm and we're good to go :) 
Bug Or Unwanted Behaviour? 
AD sets EF_TRACER on certain of it's gibs to simulate a green blood trail.

I think it's quite evil to overload an EF_ like that. I'd prefer to see it define a new EF_ instead, so that engines which wish to modify existing effects needn't be concerned about unwanted or unexpected behaviours arising from unintended usage.

I'm just thinking that overloading existing stuff in such a manner is the path to Nehahra. 
is there a nightmare pillar in the 1.5 hub at all? I see it carries over from the previous hub, so i'm confused. 
I'd Tell You But... 
shssss.... it's a secret! 
You Have To Walk In To An Area, And Look Where No One Looks 
I found it by accident as I was falling from above lol. 
Is QSS fully compatible with AD? Regular QS (the one linked in this thread) crashes my whole computer after a few minutes.

Is there any way to make fence textures, sprites, particles and GUI graphics (minus conchars) be rendered using 8-bit alpha instead of 1-bit alpha, so their edges are properly smoothed when using texture filtering? 
@mankrip: Nope 
Fence textures use quake palette color 255 as the transparent color when prefix "{" is supplied in the texture name (just like Half-Life).

Sprites and gui graphics are also the 255 color Quake palette (.lmp files, .gfx, etc.) -- just like any standard assets in the entirety of standard Quake. 
Crashing System 
Argh, that is bad. So QSS doesn't crash your system, and regular QS 0.93.0 does?

I think the most likely way to crash the OS is an OpenGL driver bug or QS doing something invalid with OpenGL. Try launching with -noglsl which will restrict it to OpenGL 1.x features, it might work around the problem. What are your GPU / GPU driver version / OS version? 
I don't know yet if QSS also crashes, but I want to try it.

I'm using Windows 7 on a Dell N5110 laptop, which has an Intel HD Graphics 3000 chipset.

Maybe the cause is the FSAA which I've enabled recently... the performance was good though. 
any qss/qs stability difference is more likely to be down to 64bit vs 32bit, or SDL1 vs SDL2.
the only real engine change is that QSS doesn't do the whole glmesh thing, but instead simply always uses vertex arrays instead of glBegin for mdls. This makes md3s easier to support, and fixes potential crashes on large mdls, but also means that bugs are more likely to crash the drivers rather than less...

QSS is meant to be a super-set of QS. pr_checkextension 0 will disable the extensions that AD (safely) checks for, which is the main difference between the two engines.
FTE should also be able to run it, but AD dev tends to focus on QS instead so it should work but its not well tested (eg: you should probably avoid rtlights).

regarding fence textures - alpha blending has issues when it comes to the depth buffer. Technically speaking, a pixel that contains colour info from two+ blended fragments should have two+ separate depth values - but it can't. This results in halos and weirdness and screwed up depth.
This is why we use alpha testing (even with high-res replacement textures) - it might not look the best but its simply more robust.
There are a few order independent transparency techniques, but they're generally slow and overcomplicated. If you've a software renderer that's generating spans then you could make that support overlapping/nested spans or something fancy, but you'd need to use the same logic for everything including mdls and particles. 
Disabling FSAA on regular QuakeSpasm seems to have fixed it. 
Good To Hear! 
AD 1.7 Patch 1 
* Fixed logic problem with trigger_count and message/message strings
* Fixed trigger_count message problem in ad_ac and ad_sepulcher maps
* Fixed eddict crash in ad_sepulcher by reducing particle setups
* Fixed spelling mistake in ad_chapters for ad_ac portal entrance
* Added missing features (triggers/bbox/explosions) to func_pushable
* Added func_pressureswitch bmodel entity for extra puzzle logic
* Added func_insidevolume to detect player, monster, item & pushables
* Added trigger_doorstate to force func_door entities to open/close state
* Removed invulnerability frames from zombie/zombiek when using shadow axe
* Changed the behaviour of zombie/zombiek to be easier for knockdowns
* Added death message for Gargoyle minions (spawned from minotaurs)
* Moved all player death messages to relevant monster QC files instead
* Fixed brkmondmg entity key on func_breakables to work with projectiles
* Fixed misc_demon not resetting gib model names when switching gib models
* Removed info_stuffcmd as it was open to abuse from malicious mappers
* Added trigger_cdtrack to allow for custom music changes after map load
* Added trigger_skybox to allow for different skybox setups after map load
* Added client check for changed music/skybox to load/quickload functions
* Fixed respawn_time on all items to not instantly spawn, minimum is 1s
* Fixed frozen bug crash for gargoyle/gaunt when waking up from perch/statue
* Fixed monster_firetopboss to cope with skill 3 shambler group attacks!
* Fixed sighttarget to check for health/damage before creating a sight entity
* Added trigger entity state reset to func_button (will override wait value)
* Added Impulse 170 to toggle monster body fade/removal when playing a map
* Fixed player weapon animation issue with idle/fire states being wrong
* Updated DEF file for GTK/Radiant editors with new patch features
* Added FGD file for Jack/Trenchbroom editors by Dan "twitchy" Ellis
* Added V/G models for players weapons from Stas "dwere" Kuznetsov 
Has anyone done anything with presdure plates yet? I see a good coop opportunity there...and pushables. 
Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake. 
I'd love to see the OG shareware episode given the full AD treatment in a jam or something. One can dream! 
Nice Changes 
Zombie change is really nice, being able to gib them without waiting out the i-frames is much better. Not sure when it was changed but standard grunt enemies seem to now take two shotgun hits like in vanilla rather than the one they did before, much better since they were a bit squishy IMO. 
I think the original game was 2 SG hits before too? I assume that the SG was just slightly nerfed back to original damage. 
The AD shotguns previously did a bit more damage as a tradeoff for being projectile weapons instead of the vanilla hitscan, this was rolled back in v1.70 according to the changelog:
* Removed extra damage (+4 per shot) from projectile shotguns (SG/SSG/WM) 
I can't believe I forgot that - especially as someone who used to complain about the discrepancy a lot. I imagine it was nearly impossible to balance ammo for people who used the impulse command to switch modes. 
Bug Report 
This is probably not the place to report bugs, but I thought I give it a shot. I'm fairly new here, e.g. lurking until now, I normally hang out in the ZDoom forums, please forgive my ignorance.

Anyway, rockets (not grenades) fired at zombies have a blast radius of zero/don't inflict splash damage. If you stand directly in front of a zombie and fire the RL point blank, you won't be harmed, same goes for anything else standing close to it. The only workaround for now is to kill zombies with the GL. 
Just checked for myself and I can confirm it's true. Weird! 
"Playing through the original first episode of quake after these maps is dissapointing. Even the few of the more fleshed out test maps in Arcane dimensions stand above the episode 1 levels in quake."

Well, that stands to reason with 20+ years of tools development behind us. :) They were building the levels with first generation, still being written, tools... 
I wouldn't want to try running AD maps on a Pentium 90 with 8-16 MB of RAM, which was actually one of the better systems you could have had when the original Quake was released. The game had to run on that hardware (usually worse), so there couldn't be many details in the levels.

As great as it is to see what became possible in Quake mapping after all these years, the classic levels remain timeless and really shouldn't be compared to what the community comes up with these days. 
Leptis Magna is one of my favorite AD maps. However, it has way too many encounters where we can just nail the enemies from very far away, which makes the enemies not react, because the enemies will only target the player if the player is close enough, even when the player is attacking them.

If the player is too far away for the monsters to target, the monsters should at least dodge the player's projectiles when they're hit. Get the angle of the projectile's trajectory, and make the monsters run in an orthogonal direction. 
or just run around randomly when hit 
With the Benny Hill Chase music playing. 
Giftmarchar's ad_e1m3 is fully playable, and is different enough from AD schupuler, so should be added. 
AD On Finnish Game Magazine 
I discovered recently that AD was featured in the March 2018 issue of Pelit, (probably) the largest game magazine in the Nordic countries! :D

Brace yourselves as I reminisce: Back in the day, before the days of the Internet, I used to read the magazine a lot in the elementary school (1995-2001) library when I was a wee lad. But as Internet became more widespread, and I grew up, there was a long time I hadn't read the magazine at all.

But once I graduated in 2014 and got a stable job, I picked up reading the magazine once again. And I noticed some of the journalists in the magazine were still around as in the nineties, so there's a lot of oldschool flair in the magazine, with a lot of love for old or retro games.

Some highlights from the article:

"Arcane Dimensions is Quake as it's painted in our memories. The building blocks are largely the same but the action has been beefed up and the architecture is from another world."

"The culmination of the mod is Forgotten Sepulcher. Despite the size everything is thought out and detailed."

"20 years of practice in map design has produced fruit, the seed of which id Software probably didn't realize it had sown."

"I was enchanted by AD from the first bite."

After a brief description of his run of Foggy Bogbottom the author states: "Not every map of the mod is an epic like that of Foggy Bogbottom, but it sums up what AD is at its best: feeling the map, horror, action, exploration, pacing, replayability, a little bit of everything."

(The author seems to like large open maps with exploration with side paths and backtracking.)

"The Triforce of speed, avoidable projectiles, and ever surrounding punishment shines bright"

"The game keeps you on your toes."

"The maps in AD are spiky Rubik's cubes that occasionally lock in places to show something, but are often just skillfully intertwined geometry, art for the sake of art. They evoke a lot of images, but often slip to the realm of the incomprehensible, which since the days of Lovecraft has been a good setting for a nightmarish feeling."

"Quake Champions has shiny graphics and polish, but in attitude AD dominates. Rough is beatiful."

The author states how many of the maps draw inspiration from FPS games throughout the ages and states: "AD is Quake with two decades worth of experience. A map pack, which makes the id maps look like preschooler tinkering. Not that the folks at id were bad at the time but knowhow has simply just increased since then."

"Subjectively I have an unhealthy fixation with the Quake framework. Objectively AD is one of the best things that people have done with the framework."

Screenshot of the article with the text hidden to respect the text copyright:

The text at the beginning says:


In capable hands certain games just keep getting better over the decades. One of them is Quake." 
Thanks Esrael 
Seeing this is very humbling and exciting at the same time, I feel honoured to have contributed to this mod. :) 
Very nice to read this. 
Only skimmed what u wrote and that's great :) 
Sock also just retweeted a blog article by the same author, more about "pixel graphics" in general rather than only talking about AD: 
Quakespasm Not Full AD Experience? 
Im running the later Quakespasm on a mac and looking at this video:

I think Im missing the rain and some "smoke trail" with the torches and grenades maybe.

Am I missing some configuration? Im running a very clean config with just a texture 2 change and some joystick (due to handicap).
Regular Quakespasm does not have those effects. You need to run AD with "quakespasm-spike-admod.exe" to get those special effects. 
I Forgot The Link 
may the gibs be in your favour! 
So, sock himself is using QSS to play AD. This should be enough reason to switch to QSS over regular QS for playing this mod. 
How can I contact you with a question about one of your maps? 
maikfranzxaver -at- gmail -dot- com 
FYI... QSS != quakespasm-spike-admod 
has anyone managed to find all of the new 10 secret triggers in ad_e2m2? there used to be only 3 before it was updated in 1.70. After hours of not finding any new secrets i didn't recognize from 1.60 I noclipped around the entire map still and couldn't find the last 2 anywhere, which is kind of weird since there should be rooms of some kind for them, but there don't seem to be. is this a bug or am i just too stupid to see them? 
nevermind, i'm stupid. 
Shoot The Boards 
Or was that for swampy. If you are having too much trouble, switch to an engine that supports drawing EVERYTHING when outside the level bounds...oh wait you can't because QS/QSS and QuakeDroid are the onlyones that support AD lol. 
is there any way to configure coop to work properly? it keeps dropping packets and a lot of things like bullets and particles aren't showing up on the client. 
The packet size limit of Quakespasm is fixed at compile time (DATAGRAM_MTU 1400), I've tried raising it to 32000 for testing coop and it worked OK, but routers/internet are not required to deliver large packets from what I understand.

try Quakespasm-Spike; it has a new network protocol which is supposed to be better for coop: 
thanks, the datagram thing totally worked.
there's one weird quirk though, maybe you can tell me what causes it.

most maps load on client, but synchronization problems get really bad as they get bigger and water of any type is completely unrendered. sepulcher doesnt load at all on client, host says "sz_getspace: overflow" when client is trying to connect. adjusting r_wateralpha once on client makes the water reappear, performance is way better and sepulcher actually loads, but you have to do it every time after connecting. lava and portals seem to be unaffected by whatever is causing this. 
thanks, the datagram thing totally worked.

most maps load on client, but synchronization problems get really bad as they get bigger and water of any type is completely unrendered.
Not sure what's going on with the water, or synchronization problems in general (could be packets are being dropped).

Turning off AD's particles ("temp1 0" in ad/quake.rc) is a good idea because each one is an entity and they generate a lot of network traffic.
I think if you use QS-Spike they no longer use entities, but I'm not 100% sure.

sz_getspace: overflow - This is the "signon buffer overflowed" message. Not sure why it would show up in coop but not singleplayer, maybe there is some extra info that gets sent in coop for some reason.

Quakespasm-spike should have this limit removed entirely so that would be what I would recommend trying next. So what made the "sz_getspace: overflow" error go away again, wouldn't just be changing the r_wateralpha cvar on the client? 
i made a mistake. i tested it at least a dozen times and it always worked after adjusting it, and never when i didn't. but apparently that was just coincidence.

once i tried connecting 3 times in a row without changing anything and it actually connected on the third, but i haven't been able to replicate that again and now it either connects first try or never until i restart everything. then i was sure it was related to connection quality, since it seemed to always work on a wired connection and only sometimes on wireless and there was a huge difference in network performance, but then it eventually refused to connect on a wired connection aswell, with the same overflow error.

i also don't really understand whats going on with the water, there are 3 different scenarios for the client. either it is completely invisible, but if you check r_wateralpha it has a value that should be visible. sometimes it is totally opaque and r_wateralpha reflects that accurately with a 1, and other times it simply carries over the value from the previously loaded map. sepulcher is supposed to have 0.6, and start has 0.65, so the client will sometimes have 0.65 while the host has 0.6 when i changed the level after connecting.

i tried spikes version but that has the exact same problem, only worse for some reason. it happens for much smaller maps like magna at a rate comparable to sepulcher in regular quakespasm with the limit removed.

can the signon buffer size be increased as easily as the packet size limit? i'd like to test that in my quakespasm build to see if it makes a difference. 
Sz_getspace: Overflow 
With QSS as a server, set sv_gameplayfix_spawnbeforethinks 1. This prevents PlayerPreThink etc getting called on player entities that have not actually been spawned yet, thereby preventing AD from spamming at the worst possible time.
You should then be able to connect just fine, every time.

However, I fucked up such that the above cvar doesn't do its job on map changes. Reconnecting will work fine until the next map change, thankfully most AD maps have shotgun starts so this shouldn't be too annoying beyond the hassle of it.

the overflow comes from spammed v_cshift stuffcmds (somewhere inside PlayerPostThink) to players that haven't even been ClientConnected yet, this then overflows the waiting signon data.
Normally I'd say its just an engine bug, but it goes all the way back to vanilla (so applies to more than just QS[S]) and the general policy is to not break other mods that actually depend on weird legacy behaviour (hence the gameplayfix cvar defaulting to 0). 
@Spike @sock 
the overflow comes from spammed v_cshift stuffcmds (somewhere inside PlayerPostThink) to players that haven't even been ClientConnected yet,

It looks like like it's coming from this ResetDebuffSystem() call (the internals of that do the stuffcmd unconditionally.)

// Core debuff function, run every frame from client.qc
void() ClientDeBuff =
// If player is dead or intermission running, turn everything off
if (intermission_running > 0 || < 1) {

Probably adding a (self.flags & FL_CLIENT) check should do the trick? 
@ericw @Spike 
yup, totally does the trick.

thanks for the help, both of you :) 
why are some of them so janky and others just fine? most of them you clip into a little bit like the two in start, very few are completely fine like the first on tfuma, and others are really bad making you jump up and down like the second one on crucial. 
Speeds And Clip Brushes 
First, make sure you aren't playing with max fps set higher than 72 (60 might be more consistent). Quake has a long standing physics bug that isn't framerate dependent.

The clipping might have to do with making a func_plat that also includes clip brushes. Some elevators have invisible brushes to make them into a solid rectangular box so players don't get trapped under the lip and get their heads bonked. 
A "smooth out stair step ups" engine change may also resolve this. In view.c:

Change "oldz += steptime * 80;" to "oldz += steptime * 160;" and a lot of elevator jankiness goes away.

This change is in Bengt Jardrup's engine, but what's not clear is how he knew to make the change nor where he got the figure of 160 from. 
Elevators (and ramps) that are inside a trigger_fog or other trigger that does a stuffcmd every frame defeats the movement smoothing.

I debugged it a bit and cl.onground was getting set to false after each stuffcmd, which disabled the smoothing, but I didn't track down how cl.onground is linked to the stuffcmd-ing. Quakespasm-Spike's new protocol avoids this, but I'm not sure what change is responsible. Do you know what's going on, Spike?

test cases:


temp1 0 # enable the stuffcmds inside trigger_fog
map ad_swampy.bsp
setpos -67 1368 840


temp1 2048 #this disables the stuffcmds inside trigger_fog
map ad_swampy.bsp
setpos -67 1368 840

you need to walk off the plat and step back on. Look at the floor (plat surface) to see the jittering. You might have to ride the elevator a few times to see it jitter, but the "smooth" case is always smooth. 
Ok, did a bit more debugging (quakespasm / protocol 666), and it seems the client gets a net message with just svc_stufftext, and no svc_clientdata. onground gets set to false on every received network message unless there is svc_clientdata in it, so that is how the stuffcmd causes the stairstep smoothing to be reset. Not sure about the bigger picture like why does PF_stuffcmd result in a standalone net message without a svc_clientdata?

I guess the best solution assuming qc changes would be to use fitzquake's built in fog interpolation over time, which would avoid spamming the network with fog changes. 
svc_clientdata is normally present in every single _unreliable_ packet (the exception being nop packets).
Unlike Quakeworld, in NQ all reliable data (like stuffcmds) is sent in separate packets. hence why you're getting a packet that contains only a stuffcmd. This is true even for DPP7 and QSS.

There really is nothing specific to stuffcmd here. there are many other ways to trigger small reliables without svc_clientdatas.

FTE/QSS's network protocol considers the onground flag to be part of entity state, and doesn't even use svc_clientdata any more.
I don't recall any particular reason why you can't just do similar, and set/clear it only on reception of svc_clientdata (and CL_ClearState). I probably ought to do just that in QSS. Flagging the player as offground can affect things like bobbing, but its better to make sure any such unwanted effects are disabled by map changes, pause, or whatever, instead of potentially breaking on random reliables. 
Thanks Again Everyone 
i changed it to 160 and it's smooth as butter now.

completely unrelated, my save file somehow got corrupted in the most bizarre way i have ever seen. all the detail prop models have been shuffled. lit candles are now shell boxes, unlit candles are fire, and fire is a health kit. the zombie knights are invisible except for their swords which attack you without any sort of animation, and the shadow axe is duplicated and doesn't disappear when picked up. everything goes back to normal when you change level or restart.

would be super impressed if someone could explain how this might have happened. have a look at it yourself if you're curious, there's even more weird shit like the fire that gets abducted into the ceiling immediately. 
Edict List Offset By 1 
Quake stores all the models in an edict list on map load (or was it game start, whatever). If you load a saved game in a different mod or different version, the edict list could be different amd thus the referenced model for each object is off from where it should be in the list. 
Thanks! That explains everything. set/clearing cl.onground only on reception of svc_clientdata sounds like a reasonable change. 
it has nothing to do with edicts.
its the model indexes. precaching models in a different order can and will result in the model indexes referring to different models.

there are all sorts of ways to trigger the issue, from updating a mod or map between saving+loading, to mods that just use non-deterministic precaches such that they all get renumbered on reload.
If the mod ever uses random() in order to decide which model to precache then the mod is buggy.

FTE+DP+QSS are meant to write out the precache list so that it can be restored properly afterwards, which should allow non-deterministic mods to reload games properly.
Don't expect to be able to fix the game by just loading your existing save with one of those engines - if the saved game doesn't include the data then it'll have to be made up somehow - which means guessed, which means buggy. 
AD Co-op? 
I would really like to know if there is a way to play Arcane Dimensions (v.1.70 patch 1) in co-op using Quakespasm (0.93.0). I tried to make it work but I'm always getting some kind of connection problem message. Is there a tutorial for that anywhere? 
Scroll up a bit to #649, I asked the same thing a few days ago.

Right now you either need to compile Quakespasm and AD with the minor changes to the source code mentioned above, or use Spike's version of Quakespasm (QSS) and set "sv_gameplayfix_spawnbeforethinks 1" in the console. If you're going to play over internet I would recommend just going with QSS, it will perform much better. 
What Does The Angry Spawnflag Do? 
The documentation and editor description led me to believe it makes the entity aware of the player right away regardless of distance and sight obstruction, which is exactly what I need for my map. I tested it with multiple monsters and it doesn't seem to make any difference at all, flagged entities are still idling until attacked or within the detection radius. 
I think you need to specifically trigger them IIRC. 
it's only useful when they spawn in. 
It's funny that just searching for "serpent runekey" brought me here. Anyway, thanks for the hints, they were much appreciated. I felt like an idiot after finally finding the secret. I tried so many things. 
Possible to add monsters to Bastion, Marcher, and Masque to turn them into AD maps? 
Hey anyone know if/when/how sock's new map is getting released? The one with the huge sword piece. 
Issue With Ad_s1m1 The Slipgate Conundrum 
While I am not sure if this is an issue or normal behavior of the map, but I recently noticed this playing AD with QuakeSPASM 0.93: once you finish ad_s1m1, you are being teleported on Castle of the Damned map... Shouldn't it teleport the player back to Episode map? 
I think it's intended. It does the same for me in Qrack. I believe Sock made the map as an alternate for the original e1m1 not ad_e1m1. 
Secret Hunting In Foggy Bogbottom 
I'm pretty adamant about 100% completion in these maps since I'm having such a great time and I want to explore everything. I'm trying to find the final tome in ad_swampy. I know where it is. I cheated and noclipped through a door that I wasn't able to unlock in order to see if I could reverse engineer the secret, but I can't.

I'm trying to get inside here:

It seems like the only doors that lead into the room are locked from within. Can I get a hint as to what I need to do next? I was thinking that everything would come together once I got the eighth tome and that I'd be able to easily get the purple and blood keys after, but I can't figure it out after wandering for what seems like hours. 
You need a silver key to get behind these doors, the sk door is located at the final outdoor/church area.

If you dont mind some spoilers, there is a YT video where all tomes are found:

Anyway, thx for playing! 
It looks like the trick is in the blood key. In the video, it's visible at 25:55 when the player breaks the wall adjacent to the red armor. However, I don't have the blood key in my inventory and I was already inside that room. I restarted the map and noclipped to that room to see if the blood key would be there but it's not. At first I thought that maybe the key only spawns when triggered by some event just like the tomes but I figured that all the keys are probably already in position at map start.

In any case, why wouldn't the key be there for me if I played through the entire map normally? Is it possible for something to have bugged out on my end?

Also I think that the map is a masterpiece. I hope that I can make something even half as good some day. I had a ton of fun playing through it so far. 
Wait A Moment 
The video i linked to is the ad1.42 version of swampy.
I changed some secrets in later versions, added features
due to mod updates/addons and general wtf.

The blood key is now located high above

Sorry for the confusion..

I personally think the first version is best,
i shouldve only added the fishing ogre... :) 
Luckily sock was kind enough to show me how to find the key a little earlier on stream. Finally got the rune legitimately as well as the purple key secret (thanks to sock as well). I put more time into this map alone probably more than most games overall, but I enjoyed every second of it. This was a fantastic map and one of my favorites by far. The Arcane features made it all the more enjoyable. I'll be replaying this one a lot going forward.

Speaking of fishing ogres, I really wanted that 100% completion but I couldn't bring myself to attack the passive ones. I especially liked the one who was fishing for the ring of shadows. The level of detail in this map was amazing. 
You've inspired me to play this yet again. I've never completed it. 
It might not be for everyone but the level of detail and the interconnectedness were top notch. I'm not sure how far you got but there is also a good amount of variation within the map - swamp, church with white bricks, rooftops, library, and secrets galore. I think it's exemplary in terms of layout and it's a template for me to work towards in terms of design and detail, especially regarding how organic it felt environmentally. 
Probably one of the best base maps that I'll ever play.

So close to perfect completion. I had to replay this one because I completely forgot about the circuit boards and I didn't even know that there was a rune in this map until discussing it with Spud.

Usually nothing beats experiencing an amazing game or map for the first time but this managed to be even more fun playing through again. I've already replayed most of Swampy a few times in order to try and learn about design and flow, and also because it was so much fun, but the first experience was still something else. All of these maps are phenomenal so far though so I will be revisiting all of them plenty going forward.

Finished Necro Keep as well and in the process of secret hunting. I only wish that there was some indication as to whether or not there was a rune in certain maps. Now I'm never too sure whether I should invest a lot of time trying to get the secrets or just move on the for the time being in lieu of no runes being present within the map.

Necro Keep was really fun due to the difficulty level and it had a great atmosphere. The fog hovering above the ground looked great and it isn't something that I've seen before in a map. I liked the Blood style beginning, crawling out of my grave. I dig the maps that have you starting in an unorthodox fashion instead of the usual slipgate arrival. 
Hub 1 Done 
I finished the main hub and there's not much more praise that I can add. This is definitely one of the greatest single player campaigns that I've ever played and the most fun that I've had with a game in a while. The final map that I played was ad_mountain (aside from ad_end of course) and it was a hell of a finale. The phantom knight that guides you towards the rune was amazing. I never would've imagined that features like that would have made it into a game this old, and yet it doesn't clash with any of the original aesthetics or design.

The talent in this community is astronomical. These maps serve as a template for what I'd like to achieve some day. I've already been replaying some of these maps but I will be revisiting them quite often in the future not just for inspiration, but also for enjoyment. There are still some secrets that I need to find. For now, I'm glad that there's a whole new set of maps for me to play in the next hub.

I'll try to keep my enthusiasm to myself next time since I'm kind of late to the party and I'm mostly talking to myself. I think it's already safe to say that the next set of maps is going to blow me away, so props to everyone who contributed to those maps as well. 
I still haven't finished all of the original content and it's a good reminder to set aside some time and complete these!

Don't forget Xmas Jam and some of the stand alone maps too! 
Thanks for the tip - I know that Grendel's Blade is another quality Arcane map and I also know that Redfield has a standalone Egyptian themed one as well. Xmas Jam sounds good although I might save that one for Christmas this year. It'll make for a nice present. 
Really wonderful maps guys

Would you guys ever consider looking at the maps you have an arrange them in a hexen fashion, with the maps having multiple entrances and exits and puzzle items too like in hexen.

Perhaps a main hub map, split into Realms and group the maps by theme first

Future Dimensions
Medieval Dimensions
Arcane Dimensions

Once they have been arranged in an order you are happy with you could place multiple exit and entrance points for each map to link them with a final boss somewhere.

In each Dimension put puzzle items that correlate to another dimension so you have to back track.

Once you defeat a boss in each dimension you could open up the final dimension, also you could hide one legendary version of each weapon in the maps to encourage people to search for the secrets, and use the runes to unlock the secret true end boss who is stupidly hard.

You have some great assets with these maps and this mod could become much more with some well thought out arrangement. 
Hexen Style Hubs 
This is possible in AD but the effort involved in making this with the current maps would not be worth it. Would be a lot of work and testing. Unless you are doing a story-based game, this mechanic doesn't really buy you anything as far as game play. 
I think the main reason that hexen2 is a dead game is that annoying hub thing. Nobody likes to go in and out a level several times searching for what to do next. It's too confusing, people had to look for walkthroughs on the internet to finish the game, most of people didn't even finish it. Please don't bring it to Quake.

It's sad because i love the medieval theme and the enemies are great... Hexen2 would be such a better game with regular maps (one entrance/one exit) like Quake. 
Nobody likes to go in and out a level several times searching for what to do next

Metroid Prime would like a word with you.

The concept of revisiting levels multiple times throughout a game is only as good or as bad as the designer(s) make it. 
I was going to leave that un-responded, but yeah:

Getting lost and not knowing where to go is a problem in big maps as much as hubs. And even in small maps if they are confusing enough. In all cases, good design can guide the player and make sure they know where to go. 
depends how deep you want to go as well

Do you want the dimensions to have cross dimension puzzles, or should the dimensions puzzles just be confined to the amount of maps that make that dimension?

It wouldn't hurt to try link up 3-4 military base type maps as a trial, also have the added bonus of placing higher level monsters in the later stages.

I find it fun remembering where a puzzle piece could potentially go over a few maps and seeing how they snake between each other and open up into new areas is fun, that moment when you finally get into that room you could see and the light bulb moment is always good.

You also have the added bonus of using harder monsters from the start in later stages and don't have to worry about making a "startup stage" where you build up weapons.

This can be further expanded by making some dimensions just hard to begin with, forcing you into other dimensions to get started.

and just having super legendary versions of the weapons would really give the player a drive to search the maps, especially if the runes unlocked the real boss, which naturally will be easier if you have the super weapons.

Come on it's worth a try, just put one dimension together and see how it goes. 
just put one dimension together and see how it goes.

i think youre underestimating the amount of time this sort of project would take.

what you want greatly differs from the design goals sock had for this and seems like the perfect time for you to learn how to map. that way you can do this all yourself and show us how great it could be. 
I just might.

i noticed it already had the hub map tools on the AD page, so no one will mind if i load up some maps and try string them together, purely for testing reasons, guage reactions to this gameplay type.

How do i get the textures to load though when opening the AD map files? i don't know where to get the wad files for it.

I was thinking using the map with the laser to access the boss for the future dimension, except you would need to search that map and 2 other base styled maps for the 3 parts you would need to operate the laser.

That seems like a simple enough plan. 
Well since somebody else bumped the thread this time, I guess I'll jump on the opportunity to post about my additional experiences. I'm playing through the second hub right now. I've played a few of these maps in advance after sock had suggested them to me a while back. I replayed them anyway and I had fun 100 percenting them.

Zendar was interesting because I played the standalone version first. I remember thinking that it was an amazing map that would've been made better by the addition of being able to traverse the rooftops in some areas. Lo and behold, the Arcane version added this in. There's one very tiny courtyard in particular where the roof is just begging to be explored, but that wasn't possible in the original map.

I think that I've played Arcane Adamantine 4 or 5 times now and it was still just as impressive and fun as the first time. It has a really interesting layout and it's really impressive in terms of all the circular brush work from the pipes that make up the playable area to the large spiral staircases.

Leptis Magna was my most recent adventure and what a map it was. In a way, it feels like the answer to or the sister map of Foggy Bogbottom. Pretty huge map with an awesome distinct atmosphere accentuated by the lore. This is another example of a map being essentially an adventure game in itself. Ionous and Pulsar did such a phenomenal one with this. I had to ask for help with finding many of the secrets but even with a guide for several of the final secrets, I couldn't believe that I clocked in over 2 hours in this map by the time I 100 percented it. There was one glitched scrag that I couldn't kill but otherwise here is the result of a play through that spanned several days:

I have a few more maps to go but I'm taking my sweet time in order to savor the experience. Aside from the quality of the maps, I love the additions to the game play that the mod adds. I like the new shotgun mechanics as it makes the regular shotgun less like a sniper rifle. The new monsters are good additions too. The ambient sound effects in particular help to create more lifelike and believable worlds with monster groans and creaking wooden structures. I've been replaying some id1 user maps with Arcane loaded up and it's a ton of fun. 
One major headache you will come across - especially for someone not terribly experienced with all this quake modding bojangles - is that the quake engine's ability to transfer data between levels is pretty awful.

Beyond retaining a few things relating to player inventory (weapons, ammo, runes etc.), you'll have to write QC that packs and unpacks bits in the "parm" variables and a few others like "temp1".

For AD maps which all have hundreds of monsters, you'll need to accept that every time you revisit a map, the monsters will all have to be pretty much reset to their starting state. You could preserve the (dead / not dead) state of a few important boss monsters maybe, but good luck doing much beyond that.

And unless you somehow magically have hundreds of bits to spare on storing the state of all AD's secret areas, you'll have to accept they'll reset too.

I haven't touched on the topic of savegame abuse to do this - that's something I haven't really looked at. 
oh that pretty much puts a stop to that if its hopeless at retaining data between levels. 
the other option is just paste 3 maps together...

but that will probably hit the limits 
A far better project would be to create a single, original map with a layout designed to create the "hub" gameplay you are looking for.

Bolting multiple AD maps together into a single bsp seems a bit pointless. 
There's one very tiny courtyard in particular where the roof is just begging to be explored, but that wasn't possible in the original map.

No, it was possible in the original. 
"A far better project would be to create a single, original map with a layout designed to create the "hub" gameplay you are looking for."

Not sure how it worked but I think Rubicon Rumble Pack had an autosave feature that would help for this. 
@kinn And Yet Another Anon 
AD does has a system to save variables across savegames/loads as of version 1.7

Scroll down to Map Variables.

This is a new system which allows for mappers to update, query or toggle variables that can be used to trigger events. The variables are stored in the player save file and can work across multiple maps or be used in a hub map to record progress for an episode.

The test map shows all of the map variables as a wall of buttons on one side of the map and the other side is for specific examples of how to query, update or toggle values. There is no exact use for this system, its really up to the mapper to use it however they want.
Terror Fuma 
As I've mentioned, almost every Arcane map feels like a self-contained adventure game and Terror Fuma helps to especially drive that point home. I didn't expect to be blown away by a base map so soon after playing ad_crucial but this map left me stunned. The attention to detail was off the charts. The poison theme was not just reflected in the environment but also in the monsters themselves. It seems that this map also made use of Arcane features that I had not seen in previous mod maps, or at least the execution was a bit different.

I knew that I was in for something amazing from the very start when the drop ship came flying in. The glass archway gives you a beautiful view of the outside area and the skybox. The map felt alive with all of the infighting going on between the grunts and some of the other monsters such as the spiders. It's different from the usual infighting that the player can normally induce since it happens without any play involvement. Nothing special for a modern game but to see this in Quake was a treat.

The flow of the map was unusual in that it afforded the player a great degree of freedom. After accessing the rooftop, I felt like I had stumbled upon some crazy secret. It took me some time in order to decide where I wanted to drop down. None of my decisions ever broke the map though, even if I did end up grabbing keys in the nonstandard order. The combat on skill 2 hit the sweet spot for me with some challenging encounters, but fights never once felt unfair.

This could very well have been a standalone sci-fi adventure game. Something about the atmosphere or execution reminded me vaguely of Prey 2006, and I loved that aspect about it. People who complain about long maps will enjoy this one because even when playing slowly and attempting to 100%, I came in at under an hour. Each subsequent AD map that I play never ceases to amaze me. 
This never occurred to me... Still doesn't.

I came in at under an hour.
A lot of AD maps are this long if not longer. 
Yes I know, I haven't looked at the code, but I assume it will just be packing a limited number of bits in variables such as temp1 and the parms.

The ideal hub support would let you save any amount of state info from all levels in the game, including state of all monsters, secrets etc. Not possible with the above method. 
I know it must be getting annoying by now sorry about that, but you have some quality maps and they are quite time consuming to make so why not make the most of it,

some great base maps in particular could be the starting points to create 4 mini eps and final boss map like in the OG quake game, it would really be good to see a collection of maps build of each others difficulty and remove startup parts where you just fight grunts for a double barrel.

The monster and polish and just in general is excellent quality and if quake 2 was never released i would consider this quake 2 tbh, its knocks the socks of any 90's expansion pack. 
Thanks for all the kind words man. Terror Fuma started life as a very different kind of map, it was going to be a megamix of all the E1M1 style maps (hence why the bit in the beginning looks a lot like the first bit of Doom 2).
Sock persuaded me to make something more unique as AD already had a bunch of remake maps. Some of the cooler ideas were by EricW, he made the spaceship flyover and the tank ambush for example. Sock made a bunch of really cool unique textures too (all the flashy new monitors and some nice wall textures etc).
One of the design goals I set out with was to make the map very non-linear. Originally you started on the roof of the map and the spaceship would fly away. The roof was never going to have gameplay though and Sock suggested that it become a super-secret, so I spent several days tidying up the shitty brushwork so it would look nice, EricW made the super cool rising spiral staircase...

The map took forever to make and really wouldn't be quite as special if it wasn't for Eric, Sock and the rest of the team and their input. :) 
The ideal hub support would let you save any amount of state info from all levels in the game, including state of all monsters, secrets etc. Not possible with the above method.

Already have that on my hard drive since 2014.

Takes the "QUAKE2" modification of the Q1 engine in the Carmack source release that stores the state of everything in a level.

Removes the requirement for an irregular progs.dat, instead depends on certain named functions in the progs.dat.

And instead of saving the states of all levels in a freaking folder, Mark V internally has pak read, write, edit, compress.

So a save game with such isn't some messy folder requiring a whole damn folder for every save game but a single file .pak containing a save game for each level (.sav.pak or something?)

But I don't see it making it into the "real world" anytime soon because it would require some major serious single player development to make it worthwhile --- i.e. probably an episode that depended on the feature.

And beyond that, it is difficult to imagine a Quake episode that could make good use of re-entrant levels.

So it would likely be just another unused engine feature in an engine. 
I feel like the feature would just be best used in Quake for maps that didn't want to break limits but still wanted to be big. Having some load points that you could go back and forth through to bring back keys etc. for one "map" (that is actually several maps).

Of course, now that we're just making huge, 200+ monster maps that take hours to complete i think it'd be less desirable a feature to have. Could still be neat to have for a few niche cases though... 
Backtracking Through A Graveyard 
Sounds like the opposite of fun 
Just a heads up the regarding the terra level in co-op the circuit boards will not respawn 
Thanks for the clarification. So the AD stuff seems like it would work for switches and keys. Very limited usage overall. 
Thanks for the insights into the design process. I think that dumptruck mentioned doing some interviews with mappers and I've been looking forward to it. In the meantime, I've been getting some great tidbits from sock, ionous, and now you as to how these maps were approached. It will help me think about how I approach mapping going forward. It seems to be a common theme that the player spawn location changes as the map develops.

I've already started another play through of the map since last finishing it. The game play is fun but it's also nice to just go back and admire all of the details that went into the map. The time that it took to make paid off extremely well in the end because this has been a highlight for me in terms of single player shooters, not just as a Quake map. 
Found Something Funny Today... 
I was nose deep in ModDB's dark corners earlier when I stumbled upon this umpteenth E1M1 remix for Doom. Yeah, I know, but hold on, the funny part is coming...

Excerpt from the map description: Some areas are heavily inspired by ad_e1m1 from Arcane Dimensions mod for Quake. Special thanks to them for inspiration!!!

So in other words, here we have a Doom map that is a remix of a Quake map that already was a remix of a Doom map! Ouroboros much?

Haven't tried it yet so I can't judge its quality. I just thought it should be mentioned here. 
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