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New Q1SP (AD) Forgotten Sepulcher
Rejoice!

The next big release for Arcane Dimensions is finally here! This a technical masterpiece and a monster of a map with roughly 60k brushes. All beautifully realized by Simon, and made possible through the engine updates by Eric. Please take note that you need AD 1.5 and the new engine provided in this thread to play the map. I would also recommend reading the ad_sepulcher readme for further information.

** this map requires a new engine and AD 1.5 **

Links:
New Quakespasm / Quakespasm-spike Engine
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip

Map file:
http://www.simonoc.com/files/ad/ad_sepulcher.zip

Screenshots:
http://www.simonoc.com/files/ad/ad_sepulcher1a.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1b.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg

Enjoy!
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Qmaster & Barnak Getting All Metaphysical! 
Love it. Well said gentlemen! 
I Assume This Is In The Readme But 
 
Exploration demo:
http://www.quaketastic.com/files/demos/sep_03_ankh.zip

starting from where I left yesterday. boring stuff. 
Lurking 
I'm pretty sure sock reads these threads and likes feedback
I do read the func forums, I just don't reply to them much anymore. I keep an eye on the AD threads for bugs and new ideas. If I think the feedback/feature is useful to others, I will make sure its in the next version!

I was away last weekend so I asked Henrik to start a thread for this map and I am sorta surprised it has gone so well! I was expecting everyone to go crazy about using a new engine. I do hope everyone realizes that there are two engines in the zip file! Quakespasm AND Quakespasm-spike. We did spend a long time trying to make sure that both work fine with the map.

The QSS engine can run the map without rain, use impulse 160 command or add 65536 to temp1 variable in quake.rc to stop rain effect+sound. It can be a heavy drain on resources and the map still looks good with the DP style particles for items and blood.

Dots, pixels and particles!
AD has always been about particles from day one, its just that many people here have not played AD with DP/FTE clients. The fact that everyone is seeing DP style smoke and soft pixels for the first time is surprising. I really like the QSS client as a good replacement for DP because of its QS movement and effects. The rain/snow in QSS is the best version out there IMHO.

I can certainly add an option to the temp1 variable in quake.rc file to always force pixel like particles and still allow weather effects at the same time. I am planning a final release (1.60) zip file with all maps, patches and fixes together. I believe it is easier to install for macOS users, who have issues with overwriting files.

@Skacky, thanks for the demo's, they are always a pleasure to watch. I know about the flaws with the boglord, I tried to fix as many as possible. There is a whole sequence of events that happens if the player uses the water area for example. The boils are hard to see so you gain a surprise. If they glowed or looked obvious their real threat, shock and surprise would be gone. My favourite part of the boils is to work out how each one affect its surroundings. There are many setup in certain locations to catch unsuspecting monsters!

I played an older version of the level before but a lot of it has changed
I really hate public beta's, early access or sneak peaks of maps. it creates unnecessary expectation and usually ends up with someone being disappointed because its changed in a way they do not like. This map went through a lot of iterations and I think the changes made it overall stronger. Its not easy deleting stuff or re-arranging, but being attached to something in a map is a recipe for disaster in the long run.

Grenades go right through the fishing ogres, even when they turn into regular ogres
This is by design, I don't want fishing ogres waking up to grenades and if the player decides to kill them then they better be ready for a good fight! Fishing ogres are the good guys, killing them is wrong! :P

what about possible future evolutions of standard QSS? Would Spike merge your tweaks with his version
I really hope so, but that is up to Spike.

I have watched two streams so far with Daz panicking when he reached the end and deciding to go all the way back to the beginning of the map! WTF! Fifth discovering new stuff each time he restarted the map and then deciding to go backwards through the center of the map and tell everyone how its changed! :P

@Vondur, thanks for the demos, it was relaxing to watch. I hope you enjoyed yourself.

@path0gen, thanks for the demos. I tried to watch them, but you just kept going back searching for secrets all the time. I just wanted to see you complete the map!?! :)

@sevin, there is always unpopular opinions at func! I would not worry about. I know the different effect systems (Pixel/Smokey) are not going to be liked by everyone. Just use the engine you prefer and AD will switch around to suit your style. Also try out 'r_scale 2' if you really want pixel vision! :D

@AAS, thanks for the demos. Again you do seem to be addicted to going back all the time searching for secrets! I really need a forward wind button for demos ...

there is too much ammunition. I found myself never running out of shells, nails or rockets, even if I missed many of my shots.
I totally agree, there is a truck load of ammo for all weapons. You can use a triple barrel shotgun to blast your way through the map, write your name on walls with the nailguns and fill rooms to your hearts content with pineapples!
I did not want to make this map a resource struggle and there is plenty of ammo so that everyone can have fun with their favourite weapon. Just enjoy the excess and throw caution to the wind and blast your way through the map without worrying about where your next box of ammo is coming from! :D 
 
I really need a forward wind button for demos
Doesn't MarkV do that? This feature should definitely be borrowed by the other engines.

I did not want to make this map a resource struggle and there is plenty of ammo so that everyone can have fun with their favourite weapon.
I fully support this POV. Vanilla Doom and Quake are chockful of ammo. Ammo-starving gameplay can be interesting too but it's waaaay different than mindlessly blasting your way through a map the way id did! 
A Masterpiece Like No Other 
Here is text you will never read. 
 
Also try out 'r_scale 2' if you really want pixel vision! :D

Make it stop. 
Relevant 
Sock 
Music in Sepulcher is set to track 0. When you do the final release, would you mind setting a proper track number? Thank you. Also, is it possible for users to ajust the sound volumes of stuff like footsteps and rain? 
 
Alright! So I'm barely 1/5th in and it's already one of my top 3 AD maps alongside Smelly Sockbottom and Leftist Mania - gotta find a funny nick for this one too! Will continue later, need at least a few hours' sleep. 
Ammo 
I agree it was good to have lots of ammo. For me the challenge was just finding the way to progress - adding a strict ammo management element on top of that would only have been frustrating. 
A Masterpiece 
Then again, sock must be kept in a state of constant pressure and self-doubt, otherwise he may decide he has achieved perfection and moves on. So tbh this map is kinda okayish, yeah, hmm... :D


Very enjoyable, so much to explore and impressive details everywhere one turns. Brush porn and level props scattered all over, and lots of destructible things, especially in combination with those sticky or walking bogeys, create a very vivid environment (for the lack of a better description).
Imagine a whole game with levels like this one - would take only the first episode to create an epic journey through all sorts of places and probably something that could stand its ground among games today, at the least in the indie department.

Great connectivity, getting lost/remembering the way is part of the experience; and crazy secrets. I only found half of the marked ones. Bit random, though. Sometimes cleverly hidden items are not counted as secrets, other times easy stuff or things in the open are. Slightly inconsistent on a few occasions, too. Normally, the yellow windows and book shelves are unbreakable, except a selected few can be destroyed for passages. Not a big deal of course, just mentioning it before someone brings up the "axing every surface" criticism.

Even though I ran out of ammo once, there's plenty of supplies, especially since everyone's bound to find at least some secrets.

I really like the optional goals, finding the sacrificial fiends, books, bog lord, crypt etc. They add mileage and interactivity to the level. The rusty key reward came in handy in the end, although I was at a miss as to where I could use the key (easily missable message btw) and gave up looking for the door soon after getting all the corpses. Didn't find the planets room sadly.

It seems there's a lot to say about this, but I dunno - speechless probably. At any rate, very enjoyable experience, another masterpiece in the history of Q1SP, and certainly worth replaying! Good job Giftmacher, sock, and engine guys.

Demo: part 1 part 2 
Brush Porn 
More like brush hardcore gangbang bukkake !

this map is kinda okayish, yeah, hmm...
xD 
 
Are you a young JPL?? 
 
sock is just trying to bring Rococo style to Quake. ;)

http://interiorator.com/wp-content/uploads/2013/10/dourades.jpg 
Quake + Disneyland 
Time 354:41
Secrets 49/50 (!)
Kills 309/309

No Fast Passes here, either! I spent a most of my time admiring the scenery and searching for secrets, obviously. This was an epic level that dwarfs so many mods of recent memory! So well executed! So perfect in every way! Thank you! Thank you all! 
Congratz On QS-Spiked 
It's been a while since I wanted DP effects on a decently working engine.

Just one question: How do I set it to 60hz through the shortcut? 
Lost And Wandering 
@negke, thanks for the demos and feedback. To be honest, I was not expecting a comment from you about this map as I did not think this would be your kind of cup of tea! Shambler on the other hand I assumed would be loving it because of the crazy amount of secrets!

The pit of death by the bridge is something that was in the original Henrik map. I designed the combat (flying monsters) to make sure the player would be looking up and not really paying attention to the floor. So I suppose it sorta worked as planned!

Imagine a whole game with levels like this one
I am still not convinced Quake maps need to be this big. It certainly involved a lot of time and effort to create and there is always technical issues to solve because they are often breaking limits all the time.

Normally, the yellow windows and book shelves are unbreakable, except a selected few can be destroyed for passages
All the bookcases which don't look obviously breakable were not player interactive and only breakable by monsters. Eventually I decided this can be frustrating because the monsters don't always break things with a good impact. So I let the player break them as well, which as you said does lead to inconsistency.

The rusty key reward came in handy in the end, although I was at a miss as to where I could use the key (easily missable message btw)
This is essentially Quake, when locked doors are opened, there is just a small top left message (and console) and nothing else. It is not always obvious you have the right key or even have used it. I think this is a flaw of Quake TBH, it still expects the player to keep an eye on small irrelevant messages and the console.
I have added a text based Inventory screen for the next patch which might help some people keep track of Arcane keys more easily.

It seems there's a lot to say about this, but I dunno - speechless
Probably explains the lack of feedback, oh well, next map then! 
 
I have added a text based Inventory screen
Sock, you rock!

lack of feedback
Well, some of us haven't played/finished it yet. 
Need To Budget Time For It 
Too big to just jump into when I have an hour, which isn't often. I want a continuous demo for you! 
Just Started This Evening.... 
About halfway through in numbers of monsters, and secrets. My butt is going numb and my eyes are going gozzy from playing so long.

So far, so amazing. Everything I could hope from this sort of map. 
This One Is Amazing! 
I played it about a week ago I think, in the middle of the night, therefore I didn't go back to explore more. I'll leave it for another time.

PS I enjoyed every bit of it.

But here are the demos: http://www.quaketastic.com/files/demos/ad_sepulcher_pulsar.zip 
... 
Haven't had time to play it yet. I want a good couple hours so I can finish it in one sitting...if that is even possible.

Like the text inventory idea. Ooh that screenshot! Ok, now I have to play this....sick day? 
Again The Same Error 
Couldn't spawn server maps/ad_sepulcher.bsp

This error occurs for some maps. Especially with those, whose file name are in the form of "ad_*.bsp". 
Again The Same Error (continued) 
Sorry for mentioning the technical details.

Engine: QuakeSpasm 0.92.1
Tool/Installer: Quake Injector 
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