News | Forum | People | FAQ | Links | Search | Register | Log in
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
First | Previous | Next | Last
Monster Counts From Spawners 
Ya I ended with 467 kills on magna. Still can't find the last secret, 24/25. Playing azad until I go back for more noclip searching in leptis....

Egad! Azad is really detailed! Love the mood, spot on ambience, lighting is superb. 
 
Can't find the last secret either, even when noclipping through the map. Has anyone found 'em all yet? 
Noclipped All Over 
No luck. Careful around the "The Secret of Leptis Magna" after you've beeen there or you'll noclip yourself to death (probably an e.state activated trigger).

If there is another stupid box on a wood board in a ceiling I'm going to be ticked. Those are the absolute hardest to find because, for some unknown reason, all engines except DP hide any entity models when outside the map. 
Right Some Suggestions / Fixes In No Particular Order. 
Monsters repeat pain sounds on death, this is confusing!

Transparent textures (e.g. vines) broken in Fitz.

Test 2 Rotation And Exploration arena combats broken in Fitz although map loads.

Get some occasional flashes of skybox / fog through architecture in many maps (not sure what triggers this).

Burning / Poisoned effects far too strong and distracting.

Shotgun projectile colours and shell eject get in the way of seeing if you're shooting a breakable secret at a distance (too many particles/colours)

The amount of detail in some maps can make secret-hunting more frustrating - so many broken areas, fancy light fittings, jutting blocks etc etc. Consistency is needed (e.g. walls with cracks in, Magna's blood blocks, etc)

Ammo resistances - obscure, sometimes illogical, and sometimes unnecessary.

You need to encourage mappers to provide shortcuts back up to upper levels on tall complex maps.

Mixed knight sounds for stone knights are confusing and unsuitable. 
 
Transparent textures (e.g. vines) broken in Fitz.
This sounds like an engine-side bug. They look fine in both DP and QS.

Agreed on resistances. It doesn't make sense that some monsters would be resistant to rockets but not to mere shotgun pellets. 
As For The "Is It Quakey" Issue. 
There's no subjectivism about this.

Quake monsters are weird, unusual, and original. They have specific counter-intuitive features like 3 legs, no eyes, claws instead of fore-legs, no means of flight, vertical mouths for a face etc etc. Obviously there are some classic humanoid monsters mixed in, but the defining aesthetic feature of Quake's bestiary is it's unusual monsters.

AD monsters, overall, are not Quakey in the same way. They generally either focus on the classic humanoid side of the bestiary (multiple knights / grunts / crossbowmen / statues) or are straight out of fantasy / mythology (minotaurs / golems / wizards / spiders / scorpions / imps). They simply do not have the same weirdness and original features described above. Obviously there are some exceptions like Vorelings, Vore variants, Scrag Boss, and to an extent the Gaunts (even these have wings which is too....normal for Quake). The same applies to the sci-fi selection - mostly humanoid, a few automatons which vary in their Quakeiness.

This is not a critical or qualitative judgement, it's just a fact about the Quake bestiary aesthetics vs AD bestiary aesthetics. The new monsters may indeed be wonderful gameplay-wise, higher quality models, more internally consistent overall, more suited to the stronger themed fantasy/sci-fi style modern Quake mapping etc etc. As a fantasy/sci-fi extrapolation of Quake they may indeed have many great qualities.

Subjectively I personally prefer the Quake aesthetic and the sheer weirdness of it has always appealed to me (hence the username huh). I would like AD more overall if it was purely Quakey and less normal fantasy (/sci-fi).

BUT.

That isn't going to happen. This is Sock's vision and Sock's extrapolation of Quake. A lot of the other visual features, as well as the modern map styles, fit a middle ground between Quake and fantasy (skulls, candles, etc), and AD's execution of this direction of Quake is pretty excellent. So I'm not going to say "make it more like what I want" in general (I might lapse in this). So my comments above have been a bit more specific/functional. 
AD Doesn't Support FitzQuake Guyz 
I thought this was obvious. 
Arcane Monstrosity. 
This was a funny one because I replayed the original about 3 weeks before AD 1.5 went out (for some reason I decided to go fully stealth mode and go as far as I could without waking any Bobs up).

The AD version felt different in a way I can't quite describe. It felt smoother and flowing better than the original. I definitely found the secrets in this one more rewarding than in the original, and more logical too. (Though, the first Nailgun not being marked as a secret while the Super Nailgun was??)

101/101 monsters, 10/10 secrets 
PS. 
For a map that would benefit from a Sharpshooter powerup, it was oddly absent. 
PPS. 
Parubaru rated this a 1 on Quaddicted.

README NOT AUTISTIC ENOUGH FOR ME!!!!! 
 
i second what shambler says about the shotgun shells. the yellow and orange pellets in particular are what confuse me sometimes

but i don't mind the burning/poisoning effects

and i like the ammo resistances. it's a little weird the resistance for cells in minotaurs. in my opinion. the nail resistances are spot on, and make perfect sense.

how hard is tweaking the code to make small changes?
for example: homing scrags projectiles, faster crossbow bolts, better aim for grunts, etc
small things to make the game a little harder when replaying the maps
i have basic understanding of programing languages (c++, java) 
 
Just wanted thank you, who made these clip brushes works for enemies too* 
Speaking Of Readme 
I've just noticed the current readme is pretty scary for newcomers.

Maybe also include a "Quickstart Guide" that just gets newbs set up and playing the game? 
More FDAs... 
ad_lavatomb
skill 3
68:34 ; 4/8 secrets ; 247/259 monsters ;; 2 deaths
i liked the lava texture. this map is very impressive visually. i will definitively check mapjam6 soon.
weird fight at the end. i like it, it's similar to serious sam. but i didn't expect it.
https://drive.google.com/open?id=0B72Jjyg-RfNFalFNZGVNLTl4VjA

ad_mountain
skill 3
38:32 ; 1/1 secrets ; 169/182 monsters ;; 3 deaths
those books are pretty cool, and the mini story too. are we supposed to get a rune? i didn't find it.
it's a hard level. that's good!. Very good placement of monsters and gameplay. it's the forte of this map
low on ammo in the end. later i checked with noclip and saw a grenade launcher. all those unused grenades... ouch.
https://drive.google.com/open?id=0B72Jjyg-RfNFTGd2bkROcmp4Qlk

these are first demo attempts, as well as the previous demos that i uploaded, except ad_dm1 
#169 
Ha ha! It reminds me of hkBattousai who rated a bunch of excellent maps 1 without realizing the issues were on his end... Fortunately the rating system prevents these idiots from harming the average rating too much. 
Mugwump 
Parubaru's not downvoting it because he can't run it - he's downvoting it because he acted like a complete and utter twunt in the last AD thread and subsequently got chased out of func. 
 
I didn't know this part but still, both are cases of people downvoting because of themselves rather than the quality of the works. 
 
Very very very much agree with #172. Think a 'GetStarted.txt' or alternative a straightforward webpage landing site that is just the basic "Here is how to download and install the mod", with maybe at most some supplementary links to engines and couple screenshots, would go a long way. 
I'll Second The Buffs 
Burning/Poison buffs have too ijtense of a screen bf flash. Perhaps make it a little more transparent. HOWEVER, distraction is the point. But, blindness is not.

Shambler, the detail making it more difficult to find secrets makes it even better. Also, I the mixed sounds for the stone knights is the default from the Rogue mispack 2. 
 
AD monsters, overall, are not Quakey in the same way.

Which is why I still think that Quoth is interesting. It explores and evolves one of the base game's more unusual themes, while still being a seamless addition to it.

That said, it shouldn't be viewed as an objective measure of whether the mod in question is good or not. Tronyn's maps are very Tolkien fantasy, but they're still great. It's just the author's vision. At some point a game like Quake is bound to become more than what it originally was, not in the sense of being better, but in the sense that it becomes a shared product of many minds, being inherited by fans and those who want to use it as means of self-expression. 
^This^ 
Even the base game wasn't homogeneous. Each mapper had his own distinct style and in that sense, the community is just continuing that. 
Foggy Anus. 
Replaying this....

Seems to be some new stuff?? Tweaked power-ups, extra secret or two, collapsing ledges?? The scuba gear was a cool addition, very vibey in the first area.

And fishing Ogres!! Okay that is well cool, quirky vibe for sure. I aggroed one and then restarted cos I felt guilty.... 
 
I aggroed one and then restarted cos I felt guilty....

I always do that in Nehahra. 
Yeah Shambler 
i relit all my maps and tweaked some things...
especially in ad_crucial
btw, ad_azad is horribly bugged, i know. And this time i'm excused.. You don't want to know the teeth surgery stuff, do you?!?

I'll be fixing the bugs in azad, don't play it til then.

Sorry again. 
..and About That Fishing Ogre, 
It is an mdl from madfox with some lovely animation on the hook and all that jazz, the bounding box is a bit wonky and i know i know, but it was just too lovely to not have included. Fits so well, i just awww... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.