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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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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 
Han 
Learn to read.

From the OP:

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

Links
New Engine Quakespasm / Quakespasm-spike
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip 
Miscommunication 
@Mugwump, play nice, Han did say he was using the QA injector, which probably does not update clients! I know some people here at func are abusive to anyone new, try not to join them!

@Hans, its likely you need the new QS client (links in header of this thread) and you will also need AD 1.5 and ad_sepulcher. It is not something easy to setup with the Quaddicted injector. I will be doing a new zip file with all patches and maps together soon. 
Speedy Gonzales 
Too big to just jump into when I have an hour
I want a good couple hours so I can finish it in one sitting

The map can be completed easily in 30mins, just don't keep going back for secrets, just search as you go. There are even speedruns of the map in less than 3mins. Also either side of the map can entirely be skipped, if you run straight for the exit. 
I Admit 
I could have been nicer, though to be fair the warning about the new engine(s) is also stated on the Quaddicted page, which indicates that Han didn't read the instructions completely.

BTW, I totally missed that Sepulcher was originally an ode to E1M3! Now that I know, I can definitely see it. 
30min?? 
Ha, no us completionists probably need 3 hours to find all secrets and kill all enemies. 
3 Hours?? Pshhh, That's Nuffin' 
During my first playthrough before my quicksave corruption problem, I probably spent at least 5 to 8 hours in it and explored only about 2/3... So much to see and do, that's crazy! Delightfully crazy.

Best part of Sock's post is speedruns in less than 3mins. Huh... 
Christ's Balls. E1M3 The Way Id Did It?? LOL. 
492/506
44/50
223:15 !!!

This is amazing. It's not a map, it's not an episode, it's an EXPERIENCE. This is FPS "exploring a strange new (familiar!?) world" at it's best, and it's realised in Quake of all things. 3 hours 45 fucking minutes in a Quake map and it was captivating the whole way (well apart from 2:45 of that being trying to get into the chapel outside secret lol, I got there in the end!).

This, although a collaboration, is pretty much PEAK SOCK. Can it get more SOCK? More interconnectivity? More alcoves? More details? More marked secrets? More unmarked secrets? Probably not.

I dunno what else to say. Tiny criticisms... Ending arena was a bit of an abrupt transition from explorathon to arenathon, I'd have prefered an area inbetween. No under-lift secrets. Could have done with slightly more monster variety? That's it. Everything else, just great. 
 
But there is an under-lift secret. 
Well Fuck You. 
Not enough underlift secrets anyway. 
44/50 
Tisk tisk. 
Up To 46/50 Now. 
Such secret, much wow. 
Well 
I guess I'll try and be the odd one out and do it in 30 minutes. Demo incoming. Hopefully. 
Wowie 
Well, just finished.

skill 3
71:26
28/50 secrets
472/498 kills
demos


What an incredible level. The single best Q1SP I have ever played. Granted, I haven't played a whole lot, but everything was there in this one. The consistency in the level of detail, monster encounters, and secrets was honestly just staggering. And I only got 28/50 - but I did want to try and go somewhat fast. I was especially happy about the narrative. It was refreshing to play such a visually and logistically polished map that also included some hint of story with the tomes and warriors scattered about.

Died 3 times. The third was a bit unfortunate; I had not recently quicksaved. I give more feedback in a few comments in the demos. 
Looks Awesome, Can't Wait To Play It! 
Some quick questions raised from the README etc.:

1) what was the map in before it was converted to GTKRadiant? As a long-retired mapper it was not clear to me how GTKRadiant really sped stuff up. Also, later on you list Quark and SDRadiant. Is Quark the original editor? Is SRadiant a variant of GTKRadiant?

2) what's going on with AD version numbers? How many updates has 1.5 had? A request: can we be clearer with the versioning? Either call the first update to 1.5 1.6 or 1.5.1 if you want to go all Semantic Versioning, but as things stand there's a lot of confusion. (and this readme references AD 1.60!)

3) Exactly which limits were raised in the custom QuakeSpasm builds, and from what to what?

Thanks!

And finally a quick "lol" at your UNDER NO CIRCUMSTANCES IS THIS MOD/MAP TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR WRITTEN PERMISSION. When's the last time you saw a CD-ROM? Does this mean DVD-ROMs are OK? :P 
 
Limits are discussed in #1661 and #1662 here: http://www.celephais.net/board/view_thread.php?id=61375&start=1661 
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