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
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... 
Azad 
Whats wrong with it? 
secret not triggered
monsters delay spawned but never called
weird clipping due to misc_mdl and derp
unfair balance on nm at some point...
light being broken in DP
some booktextures i messed up and misaligned them
... 
 
Are there any serious consequences/side effects from overwriting files in my original AD folder with the 1.5 AD files?

Beyond previous saves not working.

In my haste to play asap I missed the fact that this is more substantial than a simple update, like previous versions. 
 
You'll be replacing older versions of files with newer ones, the replacements being mostly tweaked stuff from 1.42.

Should work, but:

Do a new ad15 folder!
Previous demos on ALL MY maps won't work for sure, i changed too much in the end. 
@mfx Will Do, Thnx 
 
The Fishing Ogre 
was so cool in FourFeather, it'll be good to see him again - yeah I know, I still haven't found the time to play swampy, but I'm playing 1.5 ATM so I'll finally get to it. 
Just Now Finding Time To Play 
praise:

Leptis Magna was a ton of fun. ~1hr, 15/25 secrets. The low, rhythmic thump at the beginning of the level was brilliant. I found it very eerie, menacing and mysterious. It set a tone that I really liked. Not sure why it didn't persist throughout?

complaint:

Golem knights (not sure what they're called) play the classic squishy gib sound when gibbed rather than a stony debris sound. Happens with the GL anyway, not sure if it's weapon specific.

More to come, looking forward to playing more of this. 
 
I spent about 5 (yes, 5!) hours exploring Leptis Magna. Magna indeed! This map is magnificent on all accounts. Those pink vores and their offspring badly need a reskin, though, or at least a more subtle recolor. Got all kills but couldn't manage to find that damn one remaining secret, even when noclipping through the map several times. 
Finished Swampy Again. 
22/25 safkngadfkngandkjsfgnsdnfjg!!!!! will have to go back in then.

This might be my favourite Quake map for all the obvious reasons. There's so much goodness in all aspects it's ridiculous. The only issue I have is the combat before the GK is awkward and always drains too much health/ammo. Other than that it is 99% perfect.

Oh, btw, the book and pedestal before the MH bridge aren't like in AD1.5 w/ QS.

BTW if you fix anything, fix the goddamned Golem instant death trap arena in Azad, especially since they're nail resistant and someone is trolling providing loads of nailboxes.... 
 
BTW, I'm constantly forgetting to say that golems (at least the smaller ones) tend to blink (disappear for a frame or few) quite often.

QS. 
I Utterly Suck At Finding Secrets 
I almost never bother to do a secret hunt on quake maps, but the quality of AD maps in general do make it a pleasure to just stroll through after killing everything, peering excitedly into every damp, musty crevice, hunting for those elusive red targets that yield such satisfying treats when unloaded into.

found 12/25 so far in Swampy. 
Exactly. 
24/25 aaaaaaaargh. 
Even From Fucking Here: 
https://3.bp.blogspot.com/-rbbrON4c1_o/WEwMiNqkf-I/AAAAAAAAAks/KYNDpncClOEqgAy4mMvbZV9UbEI1XxOwACLcB/s1600/quake.jpg

Last one I got was the Pent before the zombie blood pit. Got all books and dopefish etc. 
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.