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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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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. ;) 
 
Still playing this mission pack too. Seriously incredible stuff, I keep replaying all of the maps. A lot of the vibe reminds me of Castlevania, which isn't a bad thing at all. Favorite thing to do in the whole map pack is using the shadow axe for all of Necrokeep until finding the plasma gun, then using that whenever the situation presents itself. Can't wait to see new maps made with this mod in the style of Warpspasm where the plasma gun becomes the primary weapon. 
 
@spirit -- like Scampie pointed out that wasn't what we were talking about.

Maybe you modern people like to restart the whole map each time you die. I quicksave and continue from that...

Mark V doesn't need you to quick save.

Type load a0 (90 seconds before death), load a1 (3 minutes before death) or load a2 (4.5 minutes before death). 
 
and here mark V was already my favorite 
 
The only reason I wrote that feature:

One time I was in the middle of a really good Skacky map (mapjam1?), had played for 45 minutes ... then died.

I didn't have it in me to redo all of that gameplay.

It's an emergency "I forgot to save" fallback to prevent that scenario.

The first auto save, (less than 90 seconds ago) isn't necessarily enough time to avoid your doom. Hence, 3 auto-saves spaced apart by 90 each.

Just to avoid the "I invested in a hour in this great map and forgot to save" problem. 
Qbism Super 8 
I can't get this mod to run with the latest version of qbism, any thoughts? 
Use Quakespasm Or Mark V 
 
 
FWIW I think sock may be working on a patch that will make AD usable with software-renderer engines. 
 
I get all my playing done with Quakespasm, i saw a screenshot MFX posted of the mod running in qbism so I wanted to try it out. 
 
Patchwork 
patch that will make AD usable with software-renderer engines
Indeed, patch 2 will be finished in a week or two and fix AD to work with WinQuake engines. In the meantime be careful downloading patches from other sources, they are not fully tested. 
Do'nt Froget Abuot Curcial! 
 
Is There... 
Is there wad with the cobweb textures? ad_start.wad included in the pack doesn't have them. 
I Just Want To Say 
That the credits sequence in the end map is awesome :) 
Qmaster Re: Cobwebs 
You could extract them from ad_necrokeep.bsp using AdQuedit - as long as the author doesn't object. 
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