Ha! Now if we can just keep mappers from using targetted trigger_secrets and force Quakespasm to draw entities when outside the vis'ed area.
Yeah okay, it's a toggle, but for me it's "noc" + TAB + ENTER
Secrets are more fun when in a separate area IMO but I get you. In any case, Sepulcher is a really special case with these insane amount of secrets.
How About A List Of Hints Instead?
the way the old adventure game hintbooks used to do it. each puzzle has a short list of suggestions provided which start vague and become more and more pointed before offering the giveaway as a last resort. you could cover the spoilers with paper and read only as far as you needed, and still have the revelation yourself and feel clever for it (just marginally less clever).
it might also help mappers notice if their secrets are too repetitive.
If someone is that curious they can "noclip 1" around my level
Some secrets can't be found via noclip, and I don't know what some mappers do to their maps but they somehow make it impossible to see anything when noclipping outside of the geometry (NewHouse's maps especially come to mind).
Why would you NEVER put the secret list in the readme?
Why would you NEVER put the secret list in the readme?
Because I feel like players should find them themselves! I found the Dopefish in Quake myself. That was a magical moment, especially because it had been hinted at in the start level.
But What If The Player Can't?
Isn't it a bit unfair to the less perceptive players? Notwithstanding the fact that sometimes, secrets aren't well enough hinted at... (Of course, a secrets guide must be used as a last resort, but it can be really helpful in those cases)
I am one of those less perceptive players!!! haha. No I stand by my choice. It's funny too because my Speed Map 179 map secrets were pretty tough to find and Ch0w even did a dedicated video and spent a bunch of time trying to find them.
If they had been in the readme I assume he would not have been so happy to have found them.
Now some mapper's secrets are INSIDIOUS. I am talking about Ionous' Jam9 map. I found two of them but I gave up after about 30 minutes looking for the rest.
I could find the kraken, but not the lich fiend. Did sock or giftmacher confirm its existence? Since some monsters appear to spawn, I don't think the monster counter is reliable.
Check the readme. I think it details all the secrets and related stuff. I think in AD the monster counter is dynamic. If you trigger a monster and it spawns into the level than it's included in the monster count.
Wow, thanks, I hadn't noticed that the secrets were listed there. Unfortunately it didn't solve the mystery. I'll keep searching for it.
The Lich Fiend Cake Is A Lie.
I haven't checked 1.70 code yet, but in the previous release, the lich fiend code was incomplete. Perhaps a planned boss that was scrapped, but still makes for a neat secret area macguffin.
A Nearly 2h Demo Skill3
Does killing the 8 green spawns in Sepulcher do anything?
Such an amazing map. It feels like the pinnacle of QSP-mapping somehow. An embarrassment of riches. Currently on my third play through. The first time I had only killed about half of the enemies at the end. The second time I really tried to find all nooks and crannies, but still missed a lot of secrets and secret areas. Now I'm playing it guided by quadro dcc's excellent (almost) All Secrets Playthrough, which is recommended for those hunting down secrets they might have missed. Anyway, loads of thanks for this unbelievable masterpiece!
So I got all 50 secrets now, but I'm still missing one of the books. The guide in the readme says:
13. Water Cave, inside demon alcove. "Scampie Tales"
No idea where that is supposed to be? Of course, the readme is for this "stand alone" map release and I'm playing the version that comes with AD, so some stuff has been changed since then. Anyone who knows where "Scampie Tales" is. The annoying thing is that I think I've found it during earlier playthroghs.
Found it! It was behind a breakable wall. So all secrets and books now. I must have spent more time playing this single map than I have on quite a few games.
Secrets > More
So I've put together a simple page with all secrets and all books etc. It's still ”beta” I'd guess as I'd like to change name on a couple of areas, some secrets are confusing visavi the readme, so I'd like to finalise the numbering - plus the screens are so small that they are pretty much useless.
For what it's worth, I've finished the Secrets > More guide. I decided to keep the area names just as in the readme to avoid confusion. The same with the numbering. where I've noted the discrepancies. I've also added hyperlinks to full sized images.
but nice work... time to break out this map again.
Thanks! Yes, but I thought spoilers was a given in a secrets guide so no need to warn about it?
My obsession with FS has also made me revisit other maps by Sock and I really like the relative non-linearity and clever combat in them (Gendel's Blade and Nyarlathoteps Castle, for example). Brilliant maps.
I was just being silly there. Go play "Horde of Zendar" for a treat!
Haha, alright, I thought it was some kind of Func_Msgboard unwritten spoilers rule I had broken.
The beta version is here, since it is not on quaddicted. Fully playable
What is this? Never heard of a fan patch for AD.
Becareful: W/Beta Version Download
That was before Sepulcher "official" was released and ad_chapters had an unused entrance to it.
So this is the "Beta" Sepulcher(named ad_e1m3) WITH a modified ad_chapters that makes the entrance usable.
However, this will of course mess up your current version of Arcane Dimensions if you overwrite the ad_chapters.bsp.
Jus' so you know ;)
Sorry About That
This new link only has ad_e1m3:
It should be on quaddicted, since the map is complete and it is very different from the final version.