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New Q1SP (AD) Forgotten Sepulcher
Rejoice!

The next big release for Arcane Dimensions is finally here! This a technical masterpiece and a monster of a map with roughly 60k brushes. All beautifully realized by Simon, and made possible through the engine updates by Eric. Please take note that you need AD 1.5 and the new engine provided in this thread to play the map. I would also recommend reading the ad_sepulcher readme for further information.

** this map requires a new engine and AD 1.5 **

Links:
New Quakespasm / Quakespasm-spike Engine
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip

Map file:
http://www.simonoc.com/files/ad/ad_sepulcher.zip

Screenshots:
http://www.simonoc.com/files/ad/ad_sepulcher1a.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1b.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg

Enjoy!
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screens is awesome! 
Fyi About Engines 
Use the provided Quakespasm-spike if you want the high-res replacement particle effects (flames, explosions, rain), and the provided Quakespasm for classic particles. 
 
Skill 3 demos, played on Spike's QS engine tailored for this map: https://drive.google.com/file/d/0BwnUnvcoU4HFN1doajFiSVBiQlU/view?usp=sharing


Found 43/50 secrets and got 505/508 kills iirc. Died a couple of times.

This is a crazy map. The scale is just insane and the style is perfect. I played an older version of the level before but a lot of it has changed in the meantime, with quite a few new areas and one that got the axe (or I haven't found it yet). I loved the new enemies, especially the bloated exploboxes on legs that are a bit hard to see at times but create very interesting fights and are just a blast to kill. The level of detail is very impressive and I haven't found anything jarring in that department. Encounter design is smooth all the way through. Most of the secrets aren't very hard to find, but some are really devilish. I'm still missing 7 of them.

The map is very big, has a complicated layout and loops on itself multiple times. It's sometimes a bit difficult to find your bearings since the map looks of samey at times. I like getting lost though so that's not an issue for me, but people who had issues with Swampy will most probably encounter the same with this one. I'd have loved to have a few rooftop areas accessible, some of these ruined walls just beg for it.

I noticed two little issues that could be addressed in a possible future version :
— The boglord got stuck against a small wall with a pyre right next to his door, preventing him from reaching me and inflicting any damage. You can see that on my demo. I would suggest lowering that wall and moving that pyre away a tad so the boglord can travel on it.
— Grenades go right through the fishing ogres, even when they turn into regular ogres. 
Woohoo!! 
Thankyouthankyouthankyouthankyouthankyou! Nice belated birthday gift (twas 3 weeks ago). Now AD is finally complete. Can't wait to see the changes since the already solid WIP version.

Spike's QS engine tailored for this map
Uh, it's not the same version as the regular QSS? 
 
Uh, it's not the same version as the regular QSS?
No. Unfortunately, no existing engines could run this map, which is why I had to make the customized builds.

Also, I forgot to mention, if you don't have a fast PC you should use the quakespasm-admod.exe (without the replacement particle effects) 
 
Will the custom builds work with any map so I can replace my QSS install with this one, or is it better to keep both on my HDD? 
 
yep, the custom builds will work with any maps. 
Cool, Thanks. 
 
Umm, Sorry For Double-posting 
but this question only occurred to me after I posted the previous reply: and what about possible future evolutions of standard QSS? Would Spike merge your tweaks with his version? 
Linux? 
Will a version of the modified engine for Linux be released? 
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