Dumptruck_ds
#706 posted by Kinn on 2018/08/10 10:35:55
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.
#707 posted by anonymous user on 2018/08/10 11:25:53
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
#709 posted by Baker on 2018/08/11 01:23:44
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.
#710 posted by PRITCHARD on 2018/08/11 04:39:34
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
#712 posted by anonymous user on 2018/08/11 13:18:47
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
#714 posted by Poorchop on 2018/08/12 15:58:04
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...
#715 posted by Mugwump on 2018/08/13 05:11:23
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!
#716 posted by than on 2018/08/22 13:20:18
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
#717 posted by Mugwump on 2018/08/22 20:29:35
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
#719 posted by mfx on 2018/08/23 21:52:45
Plumbers Don't Wear Ties
#720 posted by Qmaster on 2018/08/25 18:14:41
Was probably one of the greatest inspirations for me before AD came along.
#721 posted by anonymous user on 2018/09/06 17:49:08
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. :(
#723 posted by Poorchop on 2018/09/07 03:17:17
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.
#724 posted by lpowell on 2018/09/07 08:29:39
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
#725 posted by Icaro on 2018/10/10 22:40:48
AFAIK.
#726 posted by Shambler on 2018/10/11 11:18:11
#1 is Bal's WIP Xmasjam2 map
#2 is mfx's long running WIP space map
#3 is sock's current WIP map he's streaming a lot of
Pretty sure none of the related to a second episode.
#1 Is Giftmacher.
Oh Yeah.
#728 posted by Shambler on 2018/10/11 15:52:56
I get them confused.
Ooh Giftmacher
#729 posted by Drew on 2018/10/12 06:03:35
looks cool!
Same with Sock, obvs
Found On Twitter
#730 posted by anonymous user on 2019/01/23 01:35:39
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