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New Q1SP MOD - Arcane Dimensions
Download! Link

Readme! It's in the damn download zip obvz

Screenshots! It looks fucking amazing what do you expect?

Latest Patch! Here

The MOD is designed to work with QuakeSpasm 0.91.0 (Must use this version or higher). Download here: http://quakespasm.sourceforge.net/download.htm

and remember ...
RECORD A DEMO
share your experience!

Please note that there is extra console commands being set in quake.rc, you cannot run this MOD using the game command! Always create/use a shortcut!
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But he did. 
Swampy 
So I'm at the room with two wooden platforms with buttons at the back. Once pressed one of those tentacle dudes spawns (forget what they're called, gaunts?), then a few hammer spinning ogres, then 2 baby skulls. Where do I go next? The same room has a closed door with the exit behind it, but I'm not sure if I'm ready for that because there's still 40 monsters to kill. I only found 2/25 secrets though. 
[kona] 
skill 0? that's a bug. if not, well, probably another bug :-) 
Haha 
i didn't laugh actually.

Kona, if you play on skill 0, there is a bug occuring right now sometimes to not let you exit the map.
A counter is set up wrong.

All other skills should be fine. 
 
Oh fuck it is skill 0, perhaps I bumped the skill 0 thingy by mistake in the start map because I always play skill 1. Hmmm you know I did wonder why it was quite a bit easier than the other levels, that must be why haha. 
 
ad_swampy was my favourite, even though I ended up playing it on easy. I think there is such a thing as "too" interconnected, one can end up getting a bit lost quite easily. But otherwise just a fantastic level, one of Quake's best ever.

The start map was probably the best design of the bunch - I'd love to see something like this as a full level.

A few of the test maps were awesome as well. Not so much the arena's, but the more progressive levels. There was a floating industrialish one that was quite cramped which I really liked. It might have been cool to see some of these merged into a single huge level, but then you might end up with too many competing themes so they're cool just small levels as well.

Overall all the levels were great. I'd need to see screenshots again to remember which filename was which, but they were all epic. I'm not sure who made what because the readme doesn't have nicknames, only real names. mfx is an easy one though haha.

This mod and these levels really do set a new standard for quake. I hope more people use it. 
Final Level 
Oh boy, I finally found the secret on the final (georgeous) level. This was epic ! Felt so much like in "Evil Dead" (the movie).

Cheers ! 
 
Late to the party here, must be something stupid I omitted but I get the error "Mod_LoadModel:progs/s_plasma.spr not found" when I start new game or try to load any map through console.
Using recommended Quakespasm version and launching with the -game argument.
Any idea ? 
@Killes 
just using that patch link won't be enough to play the game. Get the original (much larger) download, then overwrite those files with the patch thing. 
 
Right, something stupid indeed, cheers :) 
A Masterpiece 
From its initial release to right now, I'm still playing this pack. There was so much I missed my first time around, and am now going back and trying to find everything. A mod of this size just insists replay-ability, not to mention the maps which in my opinion, have more atmosphere and heart put into them then anything I have seen in a long time, even in recent titles.

The only other release that could possibly rival this is Rubicon Rumble pack. I even said at the time of its release that nothing could top it, but this may have accomplished just that. The amount of content in this mod is just staggering, this isn't a mod its an expansion, a game all on its own. If there is someone new to Quake and they just finished the original campaign and are craving more, this will be the first mod I direct them to.

I have only one gripe, and sadly its a big one. I did not enjoy the changes to the shotguns, making their shots projectiles. It completely threw me off my game, and in the end I wound up missing my targets more often than hitting them. That's the only thing I would change, to give them back their standard behavior.

This one's a real Hall-of-Famer. Congratulations to all who are involved, you should be very proud of what you have accomplished. 
 
Impulse 130 toggles between the old and new gun mode. 
Orl 
You can change the shotguns back... I forget the command though 
 
Actually I was going to post the two things i liked best about the mod (other than new levels) is:

1. the new sg/triple sg. Partly due to the increased damage - it feels like I finally levelled up after 20 years of playing, and can now blow old id monsters away. But I got used to the projectile sg and quite liked how I had to aim slightly ahead of fast moving monters. It adds a small increase in skill required.

2. breakables 
Future Maps 
For me Arcane Dimension sits there as a perfect foundation for future maps now as well. I look forward to what crazy settings folks come up with because even now I think folks have barely scratched the surface with what can be done using all the custom func / deco and sound tools along with the plethora of particle and trigger entities. The audio and visual landscape has a ton of new tools to play with and the gameplay... much fun in store! 
Yes 
Should be studying the test levels now.

Still, I miss a better boomstick. Maybe Daya's pistol, who knows. 
 
I agree with Kona's two good things (projectile shotties & breakables).

Have now finished mfx's and sock's maps, found all the runes, only, what another 5 to go, oh and the 11 test maps... 
 
How can I tell which maps I finished? Some particles changed to slow drifting grey ones, is that it? I cannot tell what the remix maps tell me, I know I played one of them but they still look active with some yellow particles. Crucial is missing the same indicator I believe? 
 
ad_lavatomb looks finished but I have not finished it for sure. 
 
can we rename this to New Q1SP Mission Pack rather than mod. There is more gameplay here than in either scourge or dissolution. 
Developer Vision 
@ijed, I think you have been a developer too long! There is certainly a lot of broken stuff in this MOD but there is also plenty of cool stuff. Also I never make maps to rush through, there is always layers of stuff waiting for explorers!

@orl, wow thank you for the compliment! The Shotguns changes can be reverted back, console command "impulse 130" or "upgproj" or add 131072 to the temp1 variable in quake.rc

@Kona, my 2 favourite things in this mod, is breakables and minions! I love that there is plenty of different monsters which spawn more monsters! It creates a lovely feeling of chaos!

@Skiffy, well the source is freely available, anyone can use it as a base for their own projects if they want. I am sure there will be maps released which require AD as a dependent.

@spirit, the only information passed between AD maps is runes and they are shown in the room below the skill pillars. I decided to keep all the maps open so everyone can re-play them with different skill levels and pick and choose what they want to play.

In hindsight it probably would have been a good idea to show progress in some way in the start map, oh well! :D 
 
Ah, I could have sworn the particles changed :D

Dear Lunaran and Baker, Quakespasm does NOT record over reloads.


SpiritQuaddict was squished
Quickloading...
Loading game from /home/me/.quakespasm/ad/quick.sav...
Completed demo


Host_Loadgame_f calls CL_Disconnect_f calls CL_Disconnect calls CL_Stop_f calls which stops the recording, at least if I understood it all correctly.

:( 
 
They said it continues recording over death and map change, not loading a save file. AFAIK, no engine handles that. 
 
Maybe you modern people like to restart the whole map each time you die. I quicksave and continue from that... 
 
And reQuiem does it just fine. ;) 
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