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Tronyn's Arcanum Released (Q1SP)
Being without easy access to internet, Tronyn asked me to release his Map/Mod collaboration pack for him. I'm quite pleased to present Arcanum for your Q1SP needs.

This is a fantastic collaboration that contains 5 very large blue/metal/knave maps + start map; one map by distrans, one map by Pulsar and four maps by Tronyn! Grab it here: Arcanum (18mb)

Please note: This map pack relies on the Drake mod by PM, which features many new monsters and weapons. If you don't have it, you can grab it here: Drake (17mb)

Installation instructions from the readme:
Place all files in your DRAKE subdirectory in your Quake directory, ie c:\quake\drake290111.
Start the game (Quake engine of choice).exe -game (drake directory) +map arcstart.
You probably want to use a larger heapsize. Custom engine required: FitzQuake, Quakespasm, RMQEngine, Darkplaces, etc. You know the drill.


necros' note: If you have a slower machine, you may wish to enable the "r_flatlightstyles 1" console command (in fitzquake variants at least or otherwise try 'r_dynamic 0') to disable flickering lights as some maps have quite a lot of them and it can drastically increase framerate on some computers.

Tronyn was also kind enough to release the source files for his maps if you want to poke around in them. On top of that, there are two extra maps contained in this archive, which are unfinished but still very cool and totally worth a look-see. Grab the sources here: Arcanum Sources (8mb)

necros' note on the sources: at the moment, only Worldcraft users will be able to make use of them, as, though Tronyn did include raw .map files alongside the .rmf files, they contain extended texturing parameters that may not be parsed correctly by other map editors. It wasn't worth delaying this excellent release to try to fix it though. If some solution is found, I'll happily update the archive.

Also note that while Tronyn is gone, he won't be able to respond directly in this thread (although, i believe he mentioned he has somewhat consistent internet connectivity until monday) so he won't be able to answer questions or whatnot but he didn't want to delay this release any longer.

Enjoy! ^_^


Screenshots:

http://necros.quaddicted.com/downloads/Tronyn/arcanum1.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum2.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum3.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum4.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum5.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum6.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum7.jpg
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Model Mix-up 
Just type 'kill' in the console and reload. I think. 
Map 3 
Fuckin' A.

This is maybe THE best Quake map I've seen in a long time. Architecture and flow of this map are great. Reminds me of a Negke map, only with a much bigger scale.

Shame I had to godmode it on Easy.

Also, with the crossbow secret, don't use a 32 unit high shore. People with lower FPS won't be able to get out. I had to noclip.

Otherwise great, just the ridiculous difficulty again. Does this pack even HAVE skill settings? 
Difficulty? 
No probs on hard skill compared to the typical map these days. Tough fights but generally space to move and lots of supplies. Wand snipes otherwise... 
Map 4 
Also great. How many rooms were that, 2? 3? Very good flow again.

God-moding becomes routine... 
Map 5 
Great stuff again.

Those last 3 maps are insane. If it had been just that, the pack would probably be a 20 on your own scale, Tronyn.

My problems with it are on the mod side, and with difficulty settings. And while the first two maps are good, they seem to detract from the awesomeness.

Difficulty: For me, skill 0 is already a bad joke. 
Neither Of Us Should Review Tronyn Releases 
You would rant about them being too hard and complain they're not RMQ, I would bitch at great length about technical things that no one else notices or cares about.

So maybe it would be best if Quakis did one on TAW, for example. Or TeamShambler. 
 
It's great stuff anyway. 
 
I appear to be the only person who hates the Vore with such burning intensity to the point of never wanting to use it. Then people use those god awful floating vore wraith things from DoE which are even worse... yays practically unavoidable projectiles...And they get used in packs... sigh.

Still, in copying enemies from Hexen 2 you didn't copy the fucking annoying bints that shield every time you hit them. Or perhaps you did and I haven't reached them yet :p 
 
Yeah they shield if you use rockets/grenades from what I noticed. That's why I switched to dbs to kill them, seems to work better. 
Vores. 
Are teh awesome. 
Cheers 
One of your most balanced packs Tronyn ;> The finale was right up there, and all maps were great. Love the chainsaw gibbing action and crossbow.

+1 the mismatched model problem on game load. 
going to try to put together a rerelease for QEXPO, along with Unforgiven. Feedback in this thread will be taken into account. Just wanted to take the time to formally bitch here about this not being on Quaddicted: if the arcanum demo is fine to be there, why not the full version of the same project? There's no mod stuff here that wasn't in Dry Sorrow/Sludge Factory, and indeed, much of the content here was in A Roman Wilderness of Pain and SoE: Indian Summer/nsoe2. I know the definition thing has been discussed to death re: RMQ, but it still seems pretty arbitrary to me. Plus RMQ is obviously the future, as a side note. 
 
Are tc's and pc's not allowed on quaddicted? that's a bit odd. for a game that barely gets several releases a year, if it's worthy of playing, it should be on quaddicted. oh well 
Wb Tronyn 
:) 
 
If I recalled correctly, the RemakeQuake team accepted that quaddicted is Spirit's site, and Spirit himself said that Arcanum feels vanilla enough. 
Tronyn 
It's there. I just didn't make the description page yet. 
 
Has the model mismatch bug been fixed? 
 
afaik, the mismatch bug arises from the qc, not the map. 
 
This release shouldn't be on quaddicted, right? It has unvised maps, better to wait until the rerelease. 
Right 
fair enough 
 
stutters like crazy in fitz085 making it unplayable. Any advice? 
 
Maps are unvised, wait for the rerelease 
Or Use RMQ Engine 
also, the aforementioned r_flatlightstyles 1 command 
 
or -nomtex with Aguirre quake 
 
Tronyn, have you read my posts above? If you have further questions please ask. But as negke already said, I gave in and uploaded the file a while ago, it just does not have a description yet and I myself will not prepare that.

In hindsight I would not actually call it "vanilla-enough" since it fundamentally changes most of the gameplay. So consider this an exception and thank the Remake Quake mob for the trouble. Previously I always bent the rules because you asked me nicely to host your latest releases.

If I was to restart Quaddicted from scratch most of your releases would not make it since they are very different from vanilla Quake. This has nothing to do with quality or taste but the scope of the site.

As I said before, if someone came up with a well working and solid system how to integrate all kinds of mods I would be open-minded and very thankful about it. I made one first (badly chosen) post about it ( http://www.quaddicted.com/quaddictedcom/problems-with-mods-1-packaging-and-compression-format/ ) but did not follow up with more examples of problems because I simply do not personally care. It was an attempt to defend myself but I realised that it was futile.

And for the record, maps being unvised is completely irrelevant. And I am getting really tired of being told what to do. 
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