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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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Fyi About Engines 
Use the provided Quakespasm-spike if you want the high-res replacement particle effects (flames, explosions, rain), and the provided Quakespasm for classic particles. 
 
Skill 3 demos, played on Spike's QS engine tailored for this map: https://drive.google.com/file/d/0BwnUnvcoU4HFN1doajFiSVBiQlU/view?usp=sharing


Found 43/50 secrets and got 505/508 kills iirc. Died a couple of times.

This is a crazy map. The scale is just insane and the style is perfect. I played an older version of the level before but a lot of it has changed in the meantime, with quite a few new areas and one that got the axe (or I haven't found it yet). I loved the new enemies, especially the bloated exploboxes on legs that are a bit hard to see at times but create very interesting fights and are just a blast to kill. The level of detail is very impressive and I haven't found anything jarring in that department. Encounter design is smooth all the way through. Most of the secrets aren't very hard to find, but some are really devilish. I'm still missing 7 of them.

The map is very big, has a complicated layout and loops on itself multiple times. It's sometimes a bit difficult to find your bearings since the map looks of samey at times. I like getting lost though so that's not an issue for me, but people who had issues with Swampy will most probably encounter the same with this one. I'd have loved to have a few rooftop areas accessible, some of these ruined walls just beg for it.

I noticed two little issues that could be addressed in a possible future version :
— The boglord got stuck against a small wall with a pyre right next to his door, preventing him from reaching me and inflicting any damage. You can see that on my demo. I would suggest lowering that wall and moving that pyre away a tad so the boglord can travel on it.
— Grenades go right through the fishing ogres, even when they turn into regular ogres. 
Woohoo!! 
Thankyouthankyouthankyouthankyouthankyou! Nice belated birthday gift (twas 3 weeks ago). Now AD is finally complete. Can't wait to see the changes since the already solid WIP version.

Spike's QS engine tailored for this map
Uh, it's not the same version as the regular QSS? 
 
Uh, it's not the same version as the regular QSS?
No. Unfortunately, no existing engines could run this map, which is why I had to make the customized builds.

Also, I forgot to mention, if you don't have a fast PC you should use the quakespasm-admod.exe (without the replacement particle effects) 
 
Will the custom builds work with any map so I can replace my QSS install with this one, or is it better to keep both on my HDD? 
 
yep, the custom builds will work with any maps. 
Cool, Thanks. 
 
Umm, Sorry For Double-posting 
but this question only occurred to me after I posted the previous reply: and what about possible future evolutions of standard QSS? Would Spike merge your tweaks with his version? 
Linux? 
Will a version of the modified engine for Linux be released? 
Linux 
Sorry, no binaries at the moment, if you want to try compiling from source:

http://www.simonoc.com/files/ad/quakespasm-0.92.2-admod-source.zip

run make USE_SDL2=1 from the quakespasm/Quake subdirectory to build. You'll need dev packages for libsdl2, libmad, libvorbis installed from your distro's package manager. 
Perfect 
Compiled without any issues. Are there any new features in this version I could poke at? When I looked up Quakespasm-spike I saw mention of decals, rain and some other features. 
Going To Be Playing Through This In 5 - 6 Hours 
My Quakespasm Install Is Fucked Up Now 
Wonderful. 
Re-installed QS Over The New Stuff 
Not worth messing up my Quake directory (QS) for one map. 
Sorry! 
I forgot to mention you can put the new engine in its own directory, like quake/qss. A couple of things ->

1. Put all new engine files in quake/qss
2. Copy the quakespasm.pak from that folder and replace the one you have in your quake root folder
3. Make shortcuts to the new engine exes, go to preferences on these shortcuts and make sure they are running/starting from your quake root folder and not quake/qss.

Sorry if this was not clear, 
 
Did you possibly have the 64-bit version of QS installed? That would break when the new engine was extracted on top, yeah, as it and the dll's are 32-bit :(

I did check that the standard "Windows (32-bit)" build of QS (from http://quakespasm.sourceforge.net/download.htm ) and the ad_sepulcher ones can coexist in the same directory.
Sorry about this.. 
Is There Any Way 
to disable shellcases 
Oh Btw 
congrats on the release 
@ Ericw 
ericw ... the OS version of QS are giving me the following error "You must have the registered version to use modified games", although the pak0 and pak1 in ID1 are taken from the original CD. No problem at all if I run the same in Windows. 
Uploaded Ad_sepulcher To Quaketastic 
Hope no-one minds. The speeds I was getting from Sock's website was like dial up ;)

http://www.quaketastic.com/files/single_player/maps/ad_sepulcher.zip 
Holy Fuck 
those screens!!!! 
 
Yeah this is amazing so far. Honestly the super-gigantic free-roaming Quake map is not my absolute favorite style, but I still am gobsmacked by the spooky expansive sense of place here. 
#17 
IIRC it was the 64bit version. Will check later today. But most likey that was it. Thx. 
Installation Woes ? Eric Please... 
I'm not sure to understand the installation instructions, and I need to be certain to not make any mitsakes.

I have my standard AD1.5 folder within my Quake folder. Then after unzipping the ad_sepulcher (on my desktop), do I really overwrite all the subfolders in my AD1.5, with the folders of the same name from ad_sepulcher ? If I do this, I'll lose many important files for AD1.5 (AFAIK), since there isn't the same number of files in those subfolders.

Or do I have to overwrite the files inside each subfolder by hand, subfolder by subfolder, so I don't lose the other files in the AD1.5 subfolders ?

The QuakeSpasm-spike-admod works perfectly (until now), on my OS X Snow-Leopard system (old Mac-mini with 4GB ram only, and a crappy video card). The new visual effects are very nice.

I didn't see any rain yet. Which maps are showing the new rain effect (if there's any) ? Is there also some new reflection or other effects on water ? 
 
Would it be simpler to just put this in its own unique folder? All you need to run Quake is an ID1 subfolder with PAK0.PAK and PAK1.PAK in there. Only a little over 50 MB of drive space is needed, which is a drop in the bucket these days. I have 4 or 5 different Quake folders just to keep things neat and cleanly separated. 
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