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Tronyn's Arcanum Released (Q1SP)
Being without easy access to internet, Tronyn asked me to release his Map/Mod collaboration pack for him. I'm quite pleased to present Arcanum for your Q1SP needs.

This is a fantastic collaboration that contains 5 very large blue/metal/knave maps + start map; one map by distrans, one map by Pulsar and four maps by Tronyn! Grab it here: Arcanum (18mb)

Please note: This map pack relies on the Drake mod by PM, which features many new monsters and weapons. If you don't have it, you can grab it here: Drake (17mb)

Installation instructions from the readme:
Place all files in your DRAKE subdirectory in your Quake directory, ie c:\quake\drake290111.
Start the game (Quake engine of choice).exe -game (drake directory) +map arcstart.
You probably want to use a larger heapsize. Custom engine required: FitzQuake, Quakespasm, RMQEngine, Darkplaces, etc. You know the drill.


necros' note: If you have a slower machine, you may wish to enable the "r_flatlightstyles 1" console command (in fitzquake variants at least or otherwise try 'r_dynamic 0') to disable flickering lights as some maps have quite a lot of them and it can drastically increase framerate on some computers.

Tronyn was also kind enough to release the source files for his maps if you want to poke around in them. On top of that, there are two extra maps contained in this archive, which are unfinished but still very cool and totally worth a look-see. Grab the sources here: Arcanum Sources (8mb)

necros' note on the sources: at the moment, only Worldcraft users will be able to make use of them, as, though Tronyn did include raw .map files alongside the .rmf files, they contain extended texturing parameters that may not be parsed correctly by other map editors. It wasn't worth delaying this excellent release to try to fix it though. If some solution is found, I'll happily update the archive.

Also note that while Tronyn is gone, he won't be able to respond directly in this thread (although, i believe he mentioned he has somewhat consistent internet connectivity until monday) so he won't be able to answer questions or whatnot but he didn't want to delay this release any longer.

Enjoy! ^_^


Screenshots:

http://necros.quaddicted.com/downloads/Tronyn/arcanum1.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum2.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum3.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum4.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum5.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum6.jpg
http://necros.quaddicted.com/downloads/Tronyn/arcanum7.jpg
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Why is this a mod when dry sorrow and sludge are maps? 
 
How about we discuss the release itself, and not whatever Spirit decides to do about it?

Novel, I know. 
 
Those were added before the RemakeQuake conflict. I would add it because it does feel vanilla enough for me but I am afraid it would just inflict new flames by people who do not understand my criteria. I know that I did not manage to present it well but I do not know how to.

Please read http://www.quaddicted.com/quaddictedcom/total-conversion-partial-conversion-mod-map/ and never say "but X is there!" again.


And since I am posting:

I am very divided about it. parts were very hard and felt unfair to me (skill 1). knave map was a maze. later maps were constant "press a button, find out what it did". some amazing visuals. got the model mixture bug on 4th map, very unpleasant, could not fix it, god moded. rage quit final fight. fighting was really not my piece of cake. z aware ogres. suck as do wide open places. I don't like hordes. I don't like changed weapons. I am Mr negative feedback. 
 
Well I saw at least one person ask about the full version of arcanum on the quaddicted arcdemo page, so it might be confusing for someone who just visits quaddicted but not func 
YOY... 
1 - ...Do I seem to take damage when there's no monster around, and I keep on losing health until I pick up a medkit?

2 - ...There's no way out the blood pool secret?

3 - ...Is it empty?

4 - ...It is not possible to get 100% kills sometimes(With 100% secrets)? 
Spirit... 
Stop being a gayer and fucking add it. There's enough goddamn Quake going on it to Qualify, and some badass combat too. 
The Silent 
In some levels there are flak ogres on distant ledges, could be them damaging you. That's part of what I meant when I mentioned Doom 2 chaingunners earlier.

The blood secret is awkward to get out of since the water surface lines up with a slope and not a straight wall. But it is possible. Dive down again and try to torpedo out. It's not empty. Unless you did not refer to the one in fourth map (or was it the fifth). 
 
In regards to the blood pool secret in map 3, I too couldn't find a way out of it and ended up noclipping out. But what I want to know is how do I select the crossbow??? I can figure out how to select the wand, but I want to use my awesome crossbow thingie!!

Also, arcanum3 is AWESOME. Great layout, very cool to see yourself overlooking areas you've been to already, just pure awesome. Got stuck a couple times, primarily because I didn't know where the silver key door was, but the monster bread crumbs did a good job of leading me back there. Going to tackle arcanum4 later tonight I expect. 
Re: 1. 
One of the stupid Hexen warlocks poisoned you, and the mod has no better way of communicating that other than printing "you feel sick" to the console (which will be missed by the player most of the time). 
Oh 
Didn't know the warlocks do that. Makes sense in retrospect, I had quite a bit of trouble with them and always wondered why they killed me so easily. Thought they were just huge assholes with high-damage attacks.

Zwiffle: Isn't it on the same key as the LG? I only selected by mwheeling through the weapons.
Sucks that Drake doesn't have a readme. 
YOY #174 (losing Health) 
Yeah! I had the same experince. Suddenly on map1 I began to loose health every 30 sec or so.
Eventually I died for that reason!
The same thing happend on on of the later maps (map4 I think!)
Haven't read the readme so I don't know if there are some feature I'm not aware of that drains your health.

Other than that I have reached the final map (and battle I think), but have gotten the model mixup after a quick save, and I don't want to play the whole map again to avoid it. So that will be it!

After gotten though the first map the rest of the pack was greath.
All maps had fantastic brushwork and architecture, even the first map!.
My big fustration with the first map was the gameplay and what to do next when a button was pressed.
I got lost on one or two of the other maps as well but that was allright since I then had the joy to walk around an admire the details!

Thank you to the folks that participated in this experince. It was a fantastic journey and I'm looking forward to see what comes next from you all. 
 
Who writes Tronyn's reviews for Tronyn's maps?

Shall I try writing one? Or maybe rather negke? :) 
Yeah, Poisoning... 
...I had kinda figured that out, but could not pin who did the deed... Shoulda been pointed out in the readme, like the Travail people did with spiders.

The pool, I'm not talking about the one you have to dive in to open a door, but the one that appears after you opened a secret, when you dive into it, you get a message about a secret artifact that is just not there. In the source maps it contains ammo, but somehow they must've fallen out the level. And, try as I may, I could not get outta there w/o noclipping. I'm really curious to know if it's a design glitch, or, simply, I'm missing something,and the trapping is deliberate...

Thanks for the answers, anyways! 
Model Mix-up 
Just type 'kill' in the console and reload. I think. 
Map 3 
Fuckin' A.

This is maybe THE best Quake map I've seen in a long time. Architecture and flow of this map are great. Reminds me of a Negke map, only with a much bigger scale.

Shame I had to godmode it on Easy.

Also, with the crossbow secret, don't use a 32 unit high shore. People with lower FPS won't be able to get out. I had to noclip.

Otherwise great, just the ridiculous difficulty again. Does this pack even HAVE skill settings? 
Difficulty? 
No probs on hard skill compared to the typical map these days. Tough fights but generally space to move and lots of supplies. Wand snipes otherwise... 
Map 4 
Also great. How many rooms were that, 2? 3? Very good flow again.

God-moding becomes routine... 
Map 5 
Great stuff again.

Those last 3 maps are insane. If it had been just that, the pack would probably be a 20 on your own scale, Tronyn.

My problems with it are on the mod side, and with difficulty settings. And while the first two maps are good, they seem to detract from the awesomeness.

Difficulty: For me, skill 0 is already a bad joke. 
Neither Of Us Should Review Tronyn Releases 
You would rant about them being too hard and complain they're not RMQ, I would bitch at great length about technical things that no one else notices or cares about.

So maybe it would be best if Quakis did one on TAW, for example. Or TeamShambler. 
 
It's great stuff anyway. 
 
I appear to be the only person who hates the Vore with such burning intensity to the point of never wanting to use it. Then people use those god awful floating vore wraith things from DoE which are even worse... yays practically unavoidable projectiles...And they get used in packs... sigh.

Still, in copying enemies from Hexen 2 you didn't copy the fucking annoying bints that shield every time you hit them. Or perhaps you did and I haven't reached them yet :p 
 
Yeah they shield if you use rockets/grenades from what I noticed. That's why I switched to dbs to kill them, seems to work better. 
Vores. 
Are teh awesome. 
Cheers 
One of your most balanced packs Tronyn ;> The finale was right up there, and all maps were great. Love the chainsaw gibbing action and crossbow.

+1 the mismatched model problem on game load. 
going to try to put together a rerelease for QEXPO, along with Unforgiven. Feedback in this thread will be taken into account. Just wanted to take the time to formally bitch here about this not being on Quaddicted: if the arcanum demo is fine to be there, why not the full version of the same project? There's no mod stuff here that wasn't in Dry Sorrow/Sludge Factory, and indeed, much of the content here was in A Roman Wilderness of Pain and SoE: Indian Summer/nsoe2. I know the definition thing has been discussed to death re: RMQ, but it still seems pretty arbitrary to me. Plus RMQ is obviously the future, as a side note. 
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