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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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Only In Nightmare 
Key: Nightmare
Value 1

Commence a truly nightmarish Skill 3 from now on! >:) 
Yoooooo00ooo)o 
ad_fuma : 47 mins : More than I was expecting / secrets : https://dl.dropboxusercontent.com/u/33279452/daz_fuma.zip

God damn that was a sexy map! With a cool theme, and it felt alive despite the player! All the pest control enforcers etc. Wonderful. 
Two Demos 
Congrats on the release everyone!

Played 2 maps so far, Terra Fuma and MFX's map.

Terra:

Crazy amounts of exploration and unessential areas...interconnected like whoa. Poison space base theme is very unique and was a joy. I love that there can be poisonous variety of enemies with this release! Great brushwork and space vehicles!

https://www.dropbox.com/s/b6baxcb2fpy72lk/mjb_terra.zip?dl=0

MFX:

I barely remembered this map from the jam so this was a real treat. Loved your secrets with the two special key types. Fun combat, fairly paced and a really cool fight at the end! Gorgeous work man!

https://www.dropbox.com/s/ti3lqtiskdiwe7o/mjb_mfxad.zip?dl=0 
 
Hate to start with complaining, but the looping weapon animations bug is still present. Are there any plans to deal with it? 
Well. 
Somehow, I enjoyed 95% of Arcane Monstrosity this time, the 5% being the Bobs in the final battle (the only time I actually died). 
Couldn't Stop! 
Okay, more demos...Skill 2

Arcane_Monstrosity:

This AD revamped version is just incredible. This may be one of the most fluid levels I have ever played. Everything just connects to each other and exploration is rewarded...great pacing of combat just flipping great.

https://www.dropbox.com/s/thyw70h4a9ey91p/mjb_arcane.zip?dl=0

Zendar:

Again, the revamped AD version gives for some more breakables, enemy variety and other fun things. Not going to spoil but one secret leads to a REALLY interesting fight! Lovely as it was back then!

https://www.dropbox.com/s/nl8oteyjtjx1dw5/mjb_zendar.zip?dl=0

This just leaves Ionous and Pulsar's map which judging by the kill count and secrets...is going to be a doozy. 
Terror Fuma 
47:43, 211/222, 8/13

It was certainly worth waiting nearly a year for this massive, moody map. Had this come out in 2015 it would have probably been the best map from all of AD. Great interconnection, especially in regards to visiting the same areas except a floor or two higher. Lots of cinematic moments involving vehicles. ;-)

Those slime champion monsters can fuck right off though. 
Holy Fuck. 
That new Scrag Boss is the fucking coolest and Quakest looking addition since Quake itself. That pisses all over 95% of custom additions for sheer style, quality and aesthetics.

Arcane Zendar - a hell of a lot tougher reboot than Arcane Monstrosity (although I only died twice at the Scrag) but as fun as ever. I took yet a different path to my other 3-4 vanilla playthroughs. New scrag AI is a bit annoying. New Ogre z-aware AI seems sensibly toned down. 
Terror Fuma, Skill 2 Demos 
https://drive.google.com/file/d/0B9SGXU6l13PrajVVM2ZDaWpqRkk/view?usp=sharing

Holy balls. Gotta figure out how to get to the roof now... 
Azad 
Leptis Holy Shita 
Skill 2, 18/25 secrets and I got the mega secret!

This is the Swampy of 1.5 and by that I mean in terms of crazy secret hunting and dynamic combat. I spent almost half the time in the map just discovering new ledges and secrets and books. Great lore element and the mega secret was cool! I think it would be neat if getting the mega secret would make the final fight easier or something. A nitpick I have is the severe lack of shortcuts once you unlocked higher levels...I ended up just noclipping if I fell.

I liked seeing new enemies be used a lot more like the voreling vore, and minion spawning minotaur. The boss fight was really cool.

https://www.dropbox.com/s/m0jpp3wap86ubd4/mjb_leptis.zip?dl=0

I'll provide more commentary on the maps and the new tools in general once I get acquainted to them. I am happy I still am in the development stages of my current AD map...I can include some of these fun new elements. 
Great Run Bloughsburgh 
You're a true ledge walker!

There are actually two super secrets in Leptis Magna: one from me and one from Ionous. You've found mine. One is still left to find.

btw you could have found at least one more secret if you hadn't nocliped. Maybe more. 
 
Regular nailgun consistently gibs shamblers. Doesn't feel right. 
Double Take 
Thanks PuLSar, I do not like noclipping and really I did not have to, but as you can see it was only done to save walk back time. I also paid for it with my life quite literally haha.

ANOTHER mega secret...wha wha what? Okay, looks like I'll have to dive back in, should have made a manual save! 
Terror Fuma 
More fooling around, to find more secrets... still haven't found all of them :D

https://drive.google.com/file/d/0B9SGXU6l13PrTGxMQU1iTGJlQWs/view?usp=sharing

Can't wait to play other maps tomorrow! 
Mon_boil 
I hope ad_sepulcher comes soon! Until then, I can't work with AD 1.5 :(

https://github.com/kduske/TrenchBroom/issues/1522

Well, I could work with it if this bug is fixed. It's a race to see which happens first! :D 
Just Rename Any Model 
to mon_boil.mdl 
 
What map is that?

Generate a .ent file...delete the conflicting entities...? 
 
ignore that. trenchbroom isnt gonna care about a .ent.

fifths got the right idea.

or perhaps try loading in JACK, delete the mon_boil and rename the .map 
@Fifth 
Thanks for that idea, it works. Now my mon_boils are bonepiles.

@mukor, there are no "conflicting" entities in the map. I haven't placed any mon_boil entities or anything like that. That's why I thought it was a showstopper.

I suppose something else I could have done would have been to edit the entity out of the .fgd, but I have no idea how feasible that is. 
 
http://imgur.com/a/Ao2pY

Deleting those should do the trick. Loaded fine in Trenchbroom for me.

A note, the issue you submitted is moot. Its already been solved. Im using a recent build provided by Ericw, and it just gives an error message in the issue box at the bottom of TB. No crash. 
 
How recent is your build from ericw? I'm using 3cb0140, which I got from them as well.

Interestingly, I only had to "fix" mon_boil - the icegolem never raised any issues for me. 
 
Im using the same build. Weird.

Glad we got it sorted out. Should probably get back to topic now. :P 
Pritchard 
Mark V And Quake.rc 
You can forget these three commands in quake.rc if you are using a recent version of Mark V:

max_edicts 8192
r_useportalculling 0
cl_beams_polygons 0


Max_edicts defaults to 8192 in Mark V v1.0 anyway, and just like the other two commands, it simply doesn't exist. 
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