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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):
http://www.simonoc.com/files/ad/ad_v1_70final.zip

V1.7.1 Patch (see recent post below):
http://www.simonoc.com/files/ad/ad_v1_70patch1.zip


Readme:
http://www.simonoc.com/files/ad/ad_v1_70_readme.txt

Recommended Quakespasm 0.93:
http://quakespasm.sourceforge.net/download.htm

Past versions etc:
http://www.simonoc.com/pages/design/sp/ad.htm

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!"


Screenshots:
http://www.simonoc.com/files/ad/ad_17_finish1.jpg
http://www.simonoc.com/files/ad/ad_17_finish2.jpg
http://www.simonoc.com/files/ad/ad_17_finish3.jpg
http://www.simonoc.com/files/ad/ad_17_finish4.jpg
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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

http://www.simonoc.com/pages/design/sp/ad.htm

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.

https://i.imgur.com/bC2JKX1.jpg 
Tfuma/Prey 
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. 
Dumptruck_ds 
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. 
Poorchop 
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. :) 
@kinn 
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 
@kinn 
Thanks for the clarification. So the AD stuff seems like it would work for switches and keys. Very limited usage overall. 
FifthElephant 
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. 
Bloody Hell! 
I guess I missed this when it came out, or didn't play it all for some reason. So far I've played through a few of the maps on normal, and there are some fucking corkers in there. Standouts so far have been the gorgeous floating arabianish winter palace with the huge boss encounter, and the firetop mountain level, which had some really fun combats in it (the Cthon setup was particularly memorable).

There's just too much to comment on, so I'll try and make more of an effort when I've played it all, but it's incredible so far, so thanks to Sock and all the others involved for making such a fun addon. 
@than 
And when you're done with all the AD maps (don't forget the test maps, some are very nice), there are some cool custom levels for AD as well. Have fun! 
Awesome To See Than Enjoy This 
Basically the inspiration for me learning Quake mapping. 
I Feel The Same 
 
Plumbers Don't Wear Ties 
Was probably one of the greatest inspirations for me before AD came along. 
 
Is there like a list out there of AD addons?
there are some maps not present in quaddicted, like office assault, grendel's blade and paradise sickness. 
Anon 
Tronyn did a ranking of AD maps recently but I doubt it's up to date.

https://www.quaddicted.com/tronyn-reviews/arcane_dimensions_by_various_authors

My one an only AD map is ranked pretty low. :( Ranking is fucking subjective anyway. :( 
 
Considering the other maps on that list that are also ranked low, seems more like it's indicative of the exceptional quality of the top ranked maps rather than the poor quality of the low ranked ones. ad_dm5 was awesome. No love for the Christmas jam maps but of course the quality wasn't going to be through the roof given the constraints.

Bottom line - ranks don't matter. I enjoyed your AD map anyway. 
 
Here is a slightly more complete listing (Tronyn missed mine, among others):
https://www.quaddicted.com/reviews/?filtered=arcanedimensions

Here's another one that hasn't been added to Quaddicted:
http://www.celephais.net/board/view_thread.php?id=61605 
Question For Sock 
are yuo releasing a second episode of AD?

Some very nice pics can be found on the net:

https://pbs.twimg.com/media/DRqnsjcX0AAPEnb.jpg
https://pbs.twimg.com/media/DkWs8eSWwAQVsAK.jpg
https://pbs.twimg.com/media/Do27gk4XsAAH3GA.jpg

with hope 
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