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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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Would someone be so kind as to give foolproof instructions on how to compile this on Linux?
Should be the same as post #11 except you also need the zlib dev package from your distro ("sudo apt-get install zlib1g-dev" for ubuntu/debian) 
@Barnak 
The message means that you now have the key, although there isn't a status bar icon for it. You don't get to use it until near the end, though. 
What About The Planets Alignment In That Newton's Room ? 
What is this thing doing ? Is it just "decoration" ? 
508/509 Kills, 41/50 Secrets, But... 
what the fuck are the planets doing ?

And where hides the last monster ? After countless hours exploring the whole map, I'm unable to find the last coward.

And I need to solve that planets mechanism mystery.

And geez that map is amazing ! 
Sock, If You're Reading This... 
although there isn't a status bar icon for it.
Would it be within the realm of possibilities for the final 1.6 release to have a custom AD HUD a la -hipnotic that could display any custom key, provided that said key comes with its dedicated icon? 
Custom AD HUD 
Also needs engine changes.

I recall Sock posting something, here or elsewhere, that indicated he was looking at doing something with centerprints for this. 
Yeah, A Centerprint Menu, I Know, 
and it's cool but TBH it's a kinda makeshift solution. A custom HUD would be better. As for engine changes, modern engines already support the hipnotic HUD, so I assume it wouldn't need much more tinkering. AD wouldn't run on vanilla engines anyway. 
The CRYPT Key... 
Is it really that hard to find, it's driving me bonkers?! :(

I have 40/50 secrets, 470/508 baddies and I've been wandering around for hours now. Looking for that damn key!!!

Did it fall out of the map, hahaha 
Anyone Here Found The Planets Room ? 
What the hell is the mechanism doing ? 
No.. 
daz found it on his video.

it seems to have some door that only opens at a certain time, or when you do something later on?

i remember passing it, but it didn't open for me like it did when daz walked past it. 
Has Quake1 Turned Myst-like ? 
... or Raven-like ? 
@damage 
I only found 27 of the secrets in my short run-through; the crypt key was one of them. It just allows you to open a door that connects the middle areas to the final areas. It doesn't open anything new. Don't remember where I found it. 
@sevin, @LoFrag 
Thanks. I just found it :) It's accessible at any time, as long as you know the path to get to it! 
 
Thanks mh, for some reason it gave me a shared library rather than an executable after compiling but it runs anyway. 
No Secret Is Hard To Find! 
noclip to the rescue.

(I admit to noclipping a lot but mostly to see and learn how the maps are made and come together in-game...) 
Some Secrets You Can't See 
even when noclipping. 
Ericw: #226 
Thanks very much! Sorry, I missed your response earlier. 
2 4-Hour Sittings, 5 Replays And Still 48/50 
 
Walkthrough Please? 
Awesome level. The architecture and layout are outstanding. However, I'm stuck. I can't seem to find my way out. How to you get out of this level? Is there a walkthrough anywhere? This alone is like an entire game. Great job, but need some more help. I've chopped up all the bodies on 14 total altars. I've defeated what I believe is the boss after letting him out. I've found three keys I believe (I can't remember). 
 
https://www.youtube.com/watch?v=K8JWgsz8-lQ
This video shows how to run straight to the exit 
Ahah ! A Secret Under A Lift ! 
I found that one, at last ! Yep, Sock made a secret under a lisft ! 
Can I Get The Wad Files For Ad Maps? 
i'd love to merge start and ad_chapters into a single map, but I can't compile my frankenmap since I'm missing most of the necessary textures. ad_chapters relies on wads from the actual maps it displays instead of having a wad for itself. ad_start.wad is included in the maps folder for some reason, but the others are not.

i've looked through the mapping section of the ad readme file, the files included in the ad devkit and searched online for these files, but to no avail. I can't easily extract them using bsp2wad either since I have no x86 windows available to me. I know you can set up a virtual machine to get around that problem, but I figured I'd ask for other solutions here first.

right now I'm using trenchbroom, and it doesn't seem to be able to access the textures from the bsps directly. i read the the section about setting mods up in the trenchroom manual, no mention of anything other than wads. Do other editors like worldcraft or gtkradiant have this capability? trenchbroom can load the textures directory from pak files, but that doesn't help since ad is built on a pakless file structure.

also, where are effect textures like the new explosion sprite stored in ad? i looked through the textures and gfx folders and even checked if it was attached to the texture of a mdl file, but didn't find anything. did i just miss it or is it stored in progs.dat or some other place i cant fathom? 
Open Ad_sepulcher.bsp In Texmex 
It will state invalid version number but continue anyway.

From there you can "save copy" to wad3. Now you have the .wad file/textures. 
Use Bsputil 
bsputil --extract-textures foo.bsp
from:
https://ericwa.github.io/tyrutils-ericw/

or, tyrann's original tool is probably easier to compile if I don't have a binary for your platform:
http://disenchant.net/utils/ 
Or 
If you want the ad_chapters textures, open ad_chapters in TexMex and save it as .wad. 
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