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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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I don't think that expecting press coverage for every major update is very realistic. AD is a big deal in this community, but at the scale of the mainstream gaming culture it's just another niche.

People finding it interesting and talking about it from time to time is already quite good.

BTW, is bloom still being overused? I thought it was a late 00s thing, when the consoles weren't powerful enough for a passable level of detail. 
 
If anyone has ideas, feedback or constructive comments about stuff that should be fixed then please let me know.

My models aren't up-to-date.

Although if you want the SSG pickup to necessarily be blue, then I'll have to repaint the latest version, since it's brown.

Also if you post any comments you got to tell me something you like about the mod at same time! Got to balance out the moaning! :P

ad_magna is super neat. 
 
Can I ask what is the smallest / shortest ad map? 
Just A Quickie... 
I did a quick(!) run through the first 3 offerings yesterday night, fantastic stuff!!!
There's a couple of things about Leptis Magna that I'd like to point out, since a bugfix release is in the works.

After the exploding tower, before finding the gold key for good, I went for the rooftop to get all the stuff up there: after the first secret, going for the 2nd I saw it was possible to drop down and get the red armour encountered previously (I'm fairly sure this is not the intended way to get this secret).
Problem is, the only way down is now dropping in the courtyard but the Blue Key door is still sealed by the ambush grates and I have no way(did not find it anyway) of getting back up and resume the quest.
Had to noclip just so I did not have to start from scratch.
Later, though, I noticed that jumping on top of the exploded tower had it crumble a little more and doing so dissolved the ambush grates, is this intentional?
My guess is that the grates are meant to open/dissolve after the explosion of the tower, but somehow the deflagration did not destroy enough scenery to trigger the event... Hope this can be of some use... 
Under The Radar 
I think one of Lunaran's creations from that project
Yes indeed, the model is from lunsp2 (never released) and with Lunaran's permission for use.

3 maps played so far: azad, tfuma and magna, but yeah we should feel amazingly privileged that Quake is getting this much love poured into it (and I'm sure we do!) Thank you, very much appreciated.

I found an issue with breakable pop-in in mfx's new map
This is a MFX bug, there is a trigger there which enables the breakable. Not super critical and probably be fixed by MFX at some point.

If these levels aren't all over Kotaku, PC Gamer and RPS et al soon I'm gonna be disappointed
Mainstream media has no time for Quake Community made MODs, in the grand scheme of things we are just a niche community creating content for a long forgotten game. Quake is also too complex and annoying to setup for most modern people.

As long as the actual Quake community plays it and enjoys it, that's all that's needed Indeed! :)

My models aren't up-to-date
Not critical, the current models work fine. 
Tfuma. 
Great time playing this one. Died once at a Hunter that woke up when I went through a door next to it (not sure if that was indicated or not). The combat above the floating crane slime area was a bit awkward as was the Quad slime pit (but I should have got the obvious MH first, doh) but other than that some really cool gameplay in this. The plasma gun fight was spot on, and the end battle was cool that you could escape it - I had the small pipe so full of bodies and backpacks I couldn't see what I was shooting at. Really felt like the map rewarded keeping your wits about you which was satisfying.

Obviously the design was great as was the exploration. Not much to add about that! Some secrets were unmarked tho. Having the monsters fight the grunts was also really cool. 
Linked By Ericw Last Night 
https://www.twitch.tv/shotsfiredmarathon/v/102073710

AD top floor levels marathon in 19:30. I love the guy's commentary, he sounds like he's hardly played Quake and never seen AD before, kinda super-relaxed and obviously a good runner too... 
AD Publicity 
I can understand the frustration of major gaming news outlets not picking up the story of an updated Arcane Dimensions, to be honest I was surprised some of them picked it up when it was first released.

But this mustn't discourage you. While gaming news sites might not be spreading the news, other outlets certainly are. The same day AD 1.5 was released there was a large thread on /v/ talking about it, and praising it. I'm certain there are lots of people who keep up with Quake 1 releases of maps and mods who never post here, or may not even be aware this site exists.

In summary, there are more people playing the AD update then you think, enjoying the hell out of it and spreading it around as much as they can. 
Played Only Two Maps So Far 
tfuma and magna, love every bits of the aforementioned maps, i've found its more comfortable to play on skill 0/1, with footsteps sound off, and projectile off 
 
yeah cubeface is really good, the fact he beat swampy in 4 mins is totally badass 
Gah! 9/10 Secrets And Missing 2 Kills. So Infuriating. 
just finished the last of the maps (zendar)

it works really well with the AD progs & breakables.

So when it got time to fight in the garden I was not expecting that encounter, it was awesome. I was expecting a bunch of mobs, I was completely duped by the quad snailgun into expecting a shambler.

Thank you guys so much for the work you put into this. 
 
I can't get v1.5 to run in DP - using the 09.22.2016 autobuild. It loads the standard Quake start map instead. 1.42 works fine (played map jam 8 with this build). 
Pro Tip 
don't use DP :P 
DP 
is a target engine. Make sure you have a completely clean build. 
 
When I say clean build btw make sure no leftover configuration files and have a brand new installation 
What Error? 
Sock tested all maps load in dp.
Also might try updating your nightly build. I think the latest is from November? 
Negke Tfuma Right Now. 
https://www.twitch.tv/negke

If it's as derpy as E2M2 Remix, viewers are in for a treat :) 
Hold My Fucking Beer 
Coming in r40 mins 
So. 
How much beer did you guzzle during the Magna drinking game? 
 
ad_dm1
skill 3
19:39 ; 6/8 secrets ; 115/143 monsters ;; 0 deaths
third attempt, i erased the previous attempts. or rather, recorded the new demo with the name of the old one.
https://drive.google.com/open?id=0B72Jjyg-RfNFNS1la25pMXBSSlU

ad_necromancerkeep
skill 3
58:54 (+~11 min the first attempt); 6/12 secrets ; 310/310 monsters ;; 2 deaths
those fire wraiths are my perdition. brutal...
https://drive.google.com/open?id=0B72Jjyg-RfNFNXV6eHgzNEtlRjA

ad_crucial
skill 3
56:44 (+~30 min the first attempt); 9/10 secrets ; 243/243 monsters ;; 4 deaths
two deaths in the lava, one by a grenade enforcer and one squashed by a secret door (!)
https://drive.google.com/open?id=0B72Jjyg-RfNFWFlXbnBJNllDOHM 
Magna Drinking Game 
Two bottles. But if I had taken a sip for every fucking newly-spawned voreling, I'd be in a coma now. 
The Thing I Like About The Maps 
is that they have a "quakeyness" in general

in 2008 i played travail and the second and third levels didn't feel quakey. after thinking a little bit i now get what i don't like: open empty spaces. the outdoor areas of the second and third map feel empty. and i'm not talking about monsters placement. the indoor areas are ok.

the maps can be gigantic like the maps from rrp and still not feel empty

i didn't see empty areas in arcane dimensions either

i also like the mix between real life architecture and the orignal style of quake

the start map of ad1.5 is a superb example of that 
This Fills Me With Sadness 
The progs won't compile.

************ ERROR ************
compilation errors
Error in traps_pendulum.qc on line 16

I'm using the latest win32-fteqcc.exe. 
 
Paid attention to what I thought were warnings.

mon_bossicegolem.qc:951: error: function iceg_transB13 has no body
mon_bossicegolem.qc:951: void() iceg_transB13 is defined here

Compiles fine now. I don't feel like thinking about how pendulums connect to this. 
FAO SOCK. 
In case I post a bit of constructive criticism later on, here's some things I love about AD:

New effects: fog, coloured lighting, particles, smoke, sparks, skyboxes, vines, cables, glass etc. These are all great, the style and general quality of them enhances Quake perfectly (unlike when super HD textures are thrown in for no reason).

Breakables: really fun, look good, and can been used well in so many different ways, from traps to simple secrets to spectacles like in Magna.

Gibbable Bodies - a small thing but I'm having a lot of fun keeping these maps clean and pristine by, errr, tidying up after combat. A small, simple addition that is just fun.

The general design quality of the maps that have been included, the high standards you've encouraged from the mappers, and the high standard usage of the features listed above (no fucking disco lights here). In particular the prominence of exploration and secrets.

The new start maps, just beautiful.

Zombie Knights, very cool, a perfectly themed addition.

Phong shading and new lighting....stuff. Those pillars in Azad, mmmmm.

Toning down the worst of Quoth Base enemies excesses. Very welcome. Even if I still get shotgunned THROUGH corners. 
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