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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
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Fair Enough 
I was thinking that rising from the dead suited the theme of the map. I mean, you start in a grave, and the boss at the end asks you what you're doing out of it. So to me it kinda stands to reason that other "players" should be able to rise too.

That aside, I really like the changes from 1.4 to 1.5 :) 
 
I'd say risen players are basically grunts. Definitely not needed imo. 
Finally Played AD For The First Time 
Impressive in every way. So much new stuff, and amazing maps on top. Top notch quality. You can be proud of yourselves! Some of the new gameplay mechanics take some getting used to, both in a good and a bad way.

Tbh, it discourages me even more from continuing mapping, and new people from starting at all, so in this sense it's actually a pretty terrible mod You should be ashamed of yourselves!

More comments later, maybe. Some first run demos below. Beware: there's a lot of derping, dying and getting lost, probably annoying to watch and barely worth sharing, but didn't want to have wasted 10gb for nothing. Most of it played on stream, so distractions and pressure from the unforgiving Roman audience along the way. Scampie tricked me into playing on Hard, which probably wasn't be wisest move to follow...

http://quaketastic.com/files/demos/ad15_azad_negke.7z
http://quaketastic.com/files/demos/ad15_crucial_negke.7z
http://quaketastic.com/files/demos/ad15_dm1_negke.7z
http://quaketastic.com/files/demos/ad15_dm5_negke.7z
http://quaketastic.com/files/demos/ad15_e2m2_negke.7z
http://quaketastic.com/files/demos/ad15_firetop_negke.7z
http://quaketastic.com/files/demos/ad15_magna_negke_a.7z
http://quaketastic.com/files/demos/ad15_magna_negke_b.7z
http://quaketastic.com/files/demos/ad15_metmon_negke.7z
http://quaketastic.com/files/demos/ad15_necroblood_negke.7z
http://quaketastic.com/files/demos/ad15_obd_negke.7z
http://quaketastic.com/files/demos/ad15_swampy_negke.7z
http://quaketastic.com/files/demos/ad15_tfuma_negke.7z
http://quaketastic.com/files/demos/ad15_zendar_negke.7z

No demos for: ad_e1m1, because Scampie sucks; ad_e2m7, because I forgot to record; ad_lavatomb, because I ran out of ammo and cba to grind; ad_end, because mfx sucks; ad_tests, because. 
Changes 
What changes are there in 1.5 on Necromancer's? I havent had time to play it again yet, but I flew through on noclip for a sec the other day, all I saw were more colored lights and someone removed the "bones of children". Oh and the graves were breakable. 
 
Tbh, it discourages me even more from continuing mapping, and new people from starting at all
...or it can inspire them. I firmly believe that great art encourages inspiration and emulation rather than the opposite. 
Tbh, It Discourages Me Even More From Continuing Mapping 
DICK.

Simple, good, fun maps are still good. Look at the retrojam5 pack. 
I Have More Fun 
With making smaller, quicker projects tbh. Episode 4 retro jam was my favourite 
So That Shouldn't 
Discourage anyone just because of AD. It's a showpiece! 
+++ 
to what shambler and fifth said 
Just Fun To Map 
With the others on this, I have fun just making worlds. The AD maps are there to inspire, and like Fifth said I really enjoyed making my retrojam5 map. 
 
Qmaster: I redid the lighting of Necrokeep entirely, added some more detailing and effects in places, and did some small gameplay changes (plus, supported coop so no one gets stuck and forward spawnpoints exist).

It's nothing major that fundamentally changes the map in any radical ways, just a bunch of little things I wanted to do. 
Misc Stuff 
it discourages me even more from continuing mapping, and new people from starting at all, so in this sense it's actually a pretty terrible mod You should be ashamed of yourselves!
There are plenty of good maps/mods around, "Honey" by CZG certainly has not discouraged anyone from mapping, in fact the opposite has happened with plenty of (tribute) maps using the style and gameplay.

Are the older maps updated or something?
Crucial, Mountain, Necrokeep and Swampy have been updated.

sounds like a typo in AD. older versions of fteqcc (but not other qccs) had a bug that caused them to not check properly
Yeah indeed a typo, fixed thanks.

Golem knights (not sure what they're called) play the classic squishy gib sound when gibbed rather than a stony debris sound
Fixed in next patch

Monsters repeat pain sounds on death, this is confusing!
Fixed in next patch

Various *stuff* broken in Fitz
Stop using Fitz with AD, its never going to be properly supported. Always use QS or MarkV.

I'll be replaying the original Zendar rather than the AD update
That is indeed a shame, because the new version has more routes, much better flow and lots of extra visual fixes.

Are there any serious consequences/side effects from overwriting files in my original AD folder with the 1.5 AD files
Yes, plenty of stuff has moved around, been replaced and works differently. Always create a new directory for 1.5, otherwise it will end in broken stuff and lots of frustrating at weird errors.

Fortunately the rating system prevents these idiots from harming the average rating too much
Troll downvoting will prevent this mod from ever being in the top 10 list, which is why AD 1.42 score has been ruined. Internet score voting systems always suck, there is always one spiteful person who will ruin for everyone else.

AD monsters, overall, are not Quakey in the same way
You make it sound like its a bad thing! :) AD is mostly fantasy due to lack of resources on my part. I did not want to spend large amounts of time creating new monster models, so I re-used from other sources. I assumed it would be fine as Drake and AoS both use the Heretic stuff. I don't think AD has turned out too bad with regards to Quake Aesthetics, I still think it can co-exist with vanilla content.

I've just noticed the current readme is pretty scary for newcomers.
It has a lot of good information for anyone to search through. I am sure anyone from the AD team can help if people post questions. The MOD comes with all source/test maps included, so there is plenty of examples for anyone who is curious! 
Has Everyone On Here Lost Their Sense Of Humour? 
Why is everyone taking negke's comment so painfully literally? It was obviously just meant as a (humorously formulated) compliment to Sock and the rest of the AD team. There have been many comments in that vein here on func: "Wow, [insert mapper name], your map is good it makes me want to give up mapping right now". Clearly it's not meant literally. Sheesh.


(Unless you're all operating on a meta-level of irony that I've completely missed, in which I retract all of the above.) 
 
Troll downvoting will prevent this mod from ever being in the top 10 list, which is why AD 1.42 score has been ruined.
According to this page: https://www.quaddicted.com/help/maps#rating (scroll down to the bottom), troll downvoting shouldn't have too big of an impact on the overall rating. However, maybe you should take the issue to Spirit if he has a way to remove such downvotes.

I did not want to spend large amounts of time creating new monster models, so I re-used from other sources.
Where does the Hunter model come from? I love it! You should use the Hydra from Seven's SMC (I think it originally comes from Hexen, not sure though). I find it a much more interesting aquatic monster to fight than the rotfish and it would make for some very welcome variety in water areas. 
 
Where does the Hunter model come from?

Attributed to RRP in the readme, but I saw the model in Malice with a different skin. 
Thanks Dwere 
 
Fantasy Quake. 
You make it sound like its a bad thing! :) AD is mostly fantasy due to lack of resources on my part./q>

Sock stop trolling :p ;) Nah, I tried to be clear that overall it's not a bad thing. I might personally prefer it to be different, but more objectively it works, and it's high quality (and incidentally it doesn't come across as a lack of resources, it comes across as a harmonious vision for a fantasy/sci-fi direction). 
Fucking Hell. 
AD broken my func_ tags. I demand a refund.

Also the troll downvoters can fuck off whoever they are. 
Water Monsters 
Would be good. Need a decent water map though as an excuse to expand the bestiary. I have some ideas in mind but need the motivation for it 
Yay, Go Fifth! 
Is Than completely retired from Quake mapping? I would love me some ad_plumbers... 
Oh! 
ad_plumbers would be awesome. Course, vermis support would be required so...THAN GET IN HERE

In all honesty I think AD, whatever its direction, is superb. Everything AD touches turns to "ooh look at that!" or "holy crap this is a Quake map!". Too awesome. Thank you for all the fun times AD team. 
 
Im trying to use the monster_knight "Stone Statue" spawnflag and exactskin as "0" to use the normal knight skin, but its not working. it changes it to any of the other skins, though. am i setting it up wrong? or is this perhaps an oversight? 
 
I bypassed it by adding an additional skin thats a repeat of skin0 in the meantime. 
Another Fix. 
Sock for the love of Shub can you fix the "blocking the player when they're hugging a surface that changes angle" bug?? This is actually a bit of an issue in AD cos there's so many maps with cool ledge-shuffling exploration, but going around angles and pillars can be a bit damn fussy with that bug.... Ta x 
Water Bugs 
Why is everyone taking negke's comment so painfully literally? It was obviously just meant as a (humorously formulated) compliment
Back when I made vanilla quake maps I sent them to negke for testing and he always came back with the same comment, that he is going to give up on mapping after playing my map! I am well aware of the comedy value of the comment, I just don't want new people to be discouraged by his comment because most humour around this forum is very dry and sarcastic! ;)

stop trolling :p ;) Nah, I tried to be clear that overall it's not a bad thing. I might personally prefer it to be different
Yeah I understand your view, though Quake has always been a weird mixture of different styles mashed together. I certainly agree Quoth is the best Cthulhu art style of any community mod for monsters, its just a great shame the gameplay is endless bullet sponges!

I find it a much more interesting aquatic monster to fight than the rotfish and it would make for some very welcome variety in water areas.
I had plenty of plans for water monsters in AD; the hydra from hexen2, more fish types, eels from Quake Expansion pack and 2 new models from madfox. After much testing I decided that water combat in Quake is terrible! Most players struggle with vertical combat and water is an 6 axis nightmare with everything moving really fast while the player is stuck in treacle! Then there is the technical problems of monsters not reacting to water with different movement speeds and engine code wanting to move all monsters to the same Z height as the player.

Im trying to use the monster_knight "Stone Statue" spawnflag and exactskin as "0" to use the normal knight skin, but its not working
Can't be done with AD assets, the QC does not recognize exactskin as 0. Also I don't recommend you use "stone statue" for normal knights, there is a lot of extra code designed for stone enemies linked to that spawnflag. It is really only designed for stone knights.

for the love of Shub can you fix the "blocking the player when they're hugging a surface that changes angle" bug
This is not a QC bug, this is because the players bounding box is square, does not rotate and the mapper has created a tiny (<16 units) ledge! This is a design issue, either the mapper wants a high level of movement difficulty or they do not consider it too annoying. 
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