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New Q1SP MOD - Arcane Dimensions
Download! Link

Readme! It's in the damn download zip obvz

Screenshots! It looks fucking amazing what do you expect?

Latest Patch! Here

The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm

and remember ...
RECORD A DEMO
share your experience!

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut!
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@icaro 
Thanks for keeping those faithful to the original textures.

Whenever I hear HD I can't help but think of the original quake re-texturing project... in all its bump-mapped glory... Shudder. 
Icaro 
Thx a lot! Great job there! 
 
I think you have a typo in the readme.

* v_shot2.mdl, v_nail.mdl, v_nail2.mdl, armour.mdl, flame.mdl by SimonOC, originally ID

v_nail.mdl is present, but seems to be unchanged from the stock one, but g_nail.mdl is clearly updated. 
Don't Mention The Readme 
 
OK 
 
HD Pack For Sean Campbell's "The Hangar" (ad_e1m1) 
 
Nice one Icaro! 
 
Hey! 
That's what I thought. RPS is plagiarising my brain.

In all honesty that's the best Quake, the best mod, review I've ever read. Crap now I gotta go play swampy again. 
 
Are there plans to port the Edie into AD? 
 
Doubt it. Sock was never going to use all models from quoth 
Awkward Edward 
Are there plans to port the Edie into AD?
No, the model has weird animations and I'm not a fan of projectile nail attacks. The other issue is getting permission to use the asset from the Quoth team and that can take months to get a reply! :) 
 
But you must admit that a Cyborg Ogre is a good idea :) 
Rock The Edie 
I certainly do the like the idea of most Quoth monsters, the Flying Polyp is my favourite! Which I know is hated by many people, but it is such a cool idea and implementation considering the limitations of the engine.

I would have gladly implemented most of the Quoth monsters in AD, but I don't think the Quoth team would have liked that. I did get permission to use the Bob/Voreling/Night Gaunt/Drole models, though it did take a very long time to get an answer. 
Sock 
Just add the Sarge(Q2 infantry guy) from Kinn's Bastion, then

personally i don't like the retextured variants of the very same Q dudes(the grunt-the rocketeer), (the enforcer-defender, the pyro guy) and so on

the Sarge on the other hand would've been a good addition to the base monster squad 
 
I think the Edie and the Gug are the only ones not ported over, right? AD already has the Death Knights? 
Q2 Sarge 
doesnt seem a good fit IMO. I think we're in dire need of a few new *original* base enemies, especially some high quality big ones. I'd love to see this big guy make it -
https://twitter.com/AndroidArts/status/746779035150192640

Or hell, a reskinned Strogg Tank. 
Yay 
chibi quake guy is back :} More here: http://androidarts.com/kawaiik/QuakeBunny9.jpg 
 
I dig the big guy. The hunter from RRP is such a cool base monster also. 
 
I'll echo the comment about reskinned grunts and enforcers. Never really liked them in Quoth.

OTOH, new enforcer types in Rubicon 2 worked pretty well for me. Maybe it's the skins. 
Skin Job 
I think the Edie and the Gug are the only ones not ported over, right?
Only four models from Quoth exist in AD (Bob, Voreling, Night Gaunt & Drole) everything else is from different sources. The bob/jim was modified the most with a new skins, UV and animations. The death brigade in AD is completely different to Quoth. The QC for the base enemies in AD is mostly by me (remember no source available for Quoth) so they will behave slightly different.

I'll echo the comment about reskinned grunts and enforcers
I spent ages creating the new AD base monster skins (did not use Quoth assets) with different arm/leg/helm pieces to give them more variety when standing around together in bases. Oh well :( 
He's Right You Know 
The base enemies in AD don't look like their Quoth counterparts. Hell, the rocket grunts in Quoth re-uses stuff from Team Fortress! 
 
speaking of monster inspirations... Chasm's monster fit much better than Quake 2's, like the Faust

http://www.mobygames.com/game/dos/chasm-the-rift/screenshots/gameShotId,613270/ 
 
The base enemies in AD don't look like their Quoth counterparts.
I was only talking about Quoth.

Chasm
Too bad this game was never ported or reverse-engineered.

A few years ago, people wanted to either extract or recreate the models from it for a Doom mod. I don't know if they succeeded, but I doubt they got very far. 
 
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