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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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Hmm 
inconveniences in ad_chapters

This re-introduces the issue to get stuck behind the torch on the right side of the entrance to the lost swamp lands. 
If 
The source file of current state was released, I'm sure someone...ahem...would be willing to tweak it and finish it and code anything bonus that is used. 
#342 
unfortunatelly it's canceled

Is that the official line then? 
 
in regards to ad_sepulcher sock said this on twitter:

https://twitter.com/SimsOCallaghan/status/810625865579196417?lang=en 
 
If we could get the monsters that were going to come with it at least, that'd be a nice treat. Or perhaps those are what's holding it up.

My poor, poor mangled .fgd file... 
 
Sock gets trolled, trolls back. Simple as that. 
#355 
what monsters? 
 
Sock clearly says there, it is maybe possible to have it in a next year, everything good requires some time, before it actually happens. 
#354 
Ah ok, well that sounds pretty normal. Let's just chill out and check the status again sometime next year. 
Playing Through Azad In Forty Minutes 
 
Ionous yeah, cool playthrough, thx man!

@everyone

Spoiler:

You have to gib the marine body with the Axe to proceed. The Shadow Axe that is.

It gibs dead bodies which is the coolest thing since sliced bread in plastic bags.

Still, the map could be considered broken with such a weird setup to proceed/trigger the final battle.

Play another map instead! 
Onetruepurple, That Is Not Sepulcher! 
It bears very little or no resemblance to the map being discussed here (except the name of course). It was an attempt by me to remix e1m3, it was picked up by the ad team and has since undergone massive reconstruction and iteration. 
Giftmacher 
I'm aware of that - I did change the appropiate trigger_multiple in the start map to reflect that it's ad_e1m3 and not ad_sepulcher.

Personally I believe that it's an excellent attempt at an e1m3 remix that even can stand on its own even in beta form. (Of course you may disagree.) Part of the reason I posted it here was because in the event that the final version is never released, it's definitely worth playing.

Also because as is evident from all the screnshots, the reconstruction and iteration was indeed massive, and I fear that the "remix elegance" (if that is even a term) of this version may be lost in translation.

If you want me to pull this off Quaketastic then give me the word. 
No Worries 
I just wanted to clarify, sepulcher is not e1m3, it's a new place! I would be better off making a new attempt at e1m3, many lessons learned since April. 
Ad_azad Broken ? 
I found two bugs in the map ad_azad (yes, I downloaded the latest version from the update above) :

There's a hole on the ground, next to an entrance at the end of a cave corridor, in which I could fall in. I then get stuck in that hole.

The major bug happens at the end, after I enter that big room with columns, and a transparent tube protecting a pentagram. Nothing happens and I get stuck in that room. All doors are locked. Had to use noclip to get out, but can't find the exit. 
 
Barnak, in regards to the final "bug" i believe you need to gib the body on the ground with the Shadow Axe. 
Gibs.. 
Ah yep, it worked, thanks ! But this was disgusting ! ;-)

Then I'm stuck again. One last door is still closed, and dunno what to do next.

Fantastic level, by the way. :-) 
 
Good Read, Thanks! 
 
Nice Interview! 
 
Reading That Makes You Feel Pround, Even Through You Wasn't Part Of It 
Thank you all for sharing this project and all of its content. 
Proud* 
 
 
Reading that sock uses batch files to run his compilers was a nice treat. I do the same - not sure why, it's just a habit I settled into when I first started mapping. 
Golem Crashing QS 
I hope this wasn't because of my "request guys. Sorry if it was...

http://i.imgur.com/iH98UpB.jpg

I was working on a storyboard level and had that happen. It reproduces pretty easily, for me.

Oh btw, Arcane Dimensions is awesome <3 We might have some preview wip screenies :) 
#374 Cont. 
This is the issue in DP's console

http://i.imgur.com/WEXp8Zf.jpg

Is there a problem with "blockudeath"(self.think)? I mean that's where it stops each time?

I searched through the .qc but aside from the obvious typo or something easily recognizable I'm limited right now to picking up on what the problem is.

Also happened at Gotshun's so it's not just my PC. 
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