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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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Scaling Monsters 
I'm sure that the default q1 monsters were made harder

This is a good point, all of the monsters have skill level modifiers. It works in very subtle ways; like projectile speeds, extra attacks and less chance of pain animations. The parameters are GRADUALLY linked to skill levels, so for example a voreballs doesn't go from 250 to 350 when switching from skill 2 to 3, but speeds up gradually across all skill levels.

The skill level scaling does not affect monster health or minion spawning speeds. The previous nightmare behaviour (spam turrets) is maintained, but the pace of change from easy to nightmare should feel gradual.

I highly recommend anyone who is curious about the changes to open defscustom.qc and check out the constant variables and see how the skill levels scale the monster abilities.

I know this feature is going to upset some people because this can compound some monster setups linked to skill levels. Though I have stressed on many occasions, this MOD is an alternative Quake, its NOT designed to be exactly the same. There is no point making Quake again, it already exists, this MOD is trying to be something different.

Probably the downside to the skill scaling system is, it cannot be switched off with a quake.rc option, its always on! Personally I like the extra challenge of monsters that scale with skill levels because I often play maps on several skill levels and I like the gradual scaling.

The major issue with skill level scaling is when a mapper creates specific encounters for skill levels with tougher monsters and they are scaled by the code at the same time! This can create really tough higher skill setups with very sharp difficulty spikes. 
Sock 
sorry little confused re scaling, do you mean a the speed of a voreball, for exmaple, in a map played on will gradually increase if you play the map long enough? 
Interesting Background Info 
Thanks for the info Sock. Its a good hitlist then for me to work through and update the more obviously borrowed ones so Arcane Dimensions is its entire own thing at one point. Fun side project to go along with my more chose select Q1 remakes.

And what about the ogres? a bunch was made but for some reason none replace the vanilla Q1 version? 
 
Personally I think the minotaur and the stone giant guys are most in need of love considering their size and relative pixel density... 
 
Well...if you redo the hexen 2 models I would also change the design quite a bit to make them proper Quakey and wierd instead of generic medieval trope monsters. 
Top Speed 
@nitin, the scaling only affects the final top speed, the majority of projectiles do not change speed during flight (there are exceptions, rocket soldier and drole)

Another example:
Hell Knights fire spike projectiles are scaled as follows:
200=easy, 250=normal, 300=hard, 350=nm

The original default was 300, the majority of original defaults have been setup as hard and the easy/normal scale down and the NM sales up. Anyone playing against a Hell knight on skill HARD should feel like its regular Quake and the other skill levels are scaled accordingly. 
Sock 
I'm sorry that is the impression you got - I specifically picked out the quotes that are feedback and suggestions rather than pure praise (of which there was lots). 
Also Unpopular Opinion 
I don't mind the Hexen 2 models nearly as much as all the content from rogue, specifically the profoundly goofy wraith models. 
Misfits 
update the more obviously borrowed ones so Arcane Dimensions is its entire own thing at one point.

That would be an amazing thing to a happen for the MOD. The use of the Hexen 2 models has always been a thorn in the side of the MOD.

what about the ogres? a bunch was made but for some reason none replace the vanilla Q1 version?

I wanted to replace all the ogres, but MFX kept using the old assets and I did not want to force him to change. His original reason was because of variety but eventually the new/old models turned into a way to make the Z aware ogres look different. People on the team could not tell the difference and a bunch of Z Aware ogres can wreck a player very quickly if not visually forewarned.

Well...if you redo the hexen 2 models I would also change the design quite a bit to make them proper Quakey and wierd instead of generic medieval trope monsters.

Yeah, I totally agree, many of the hexen2 models/skins really don't fit well with Quake. I used them because I wanted more options for different encounters and I love small like creatures for swarm attacks! 
 
Oh and, if we collect a few more Skiffy models, then all the engine coders will have a GREAT reason to whop in .md3 support so we can see them without wibblie-wobblies >:} 
MD3 Yes! 
Yes cause all my models are MD3 before they become MDL hehe

Good to hear folks would not mind them more Quaky when I eventually redo some of them. 
My Biggest Gripe 
was with the hats of the "dguard" guys... they kinda look like mushrooms to me... maybe I'm crazy. 
Take Me To The Top! 
Mountaineering tour on ad_swampy.
http://quaketastic.com/files/demos/top.7z 
@Skiffy 
Have you played Kinn's excellent maps:

Bastion of the Underworld and The Marcher Fortress? 
Video Views 
@OTP, its fine don't worry, I read the TF channel stuff and just saw a pile of moaning! No one likes to eat shit sandwiches, you have to include some nice stuff once in a while! :P

@Fifth, the Death Guard is indeed weird. Its a scaled down version of the Hell knight which was originally designed to replace the Red Knights, but then Lunuran released his knight which is light years ahead. The death guard is suppose to be dressed in leather armour, hence its lower health and gimp look!

Anyway, since there is very little YT content available for AD (Daz seems to have retired!) I am going to start making promo like videos showing slices of combat and new monsters. As always any feedback or suggestions on the Videos are welcome.

Part 1 - The Wraith 
More Trailers Indeed Will Help. 
Blame Xcom2! It has consumed his soul from the looks of things...

Parubaru... these are maps not from Arcane correct? :) No I do not think I played the. 
Seen Videos 
I've seen playthroughs of those maps. They need to be recompiled with tools from today to have nicer lighting. Would look extra epic. 
 
bastion/marcher

Yes they are from a time when sunlight was pretty much minlight that cast shadows.

I think you'll find more than just the lighting in those maps is somewhat dated by today's standards though... 
Marching On 
@Kinn, nah you are too modest, the architecture in Marcher (spiral curved staircases anyone!) is still epic and the flow is really good. Lots of brilliant encounter setups, the bell ringing, the SK breaking floor and the final arena fight. It may not have the looks of modern lighting, it certainly has the gameplay IMHO.

Fun Fact : Marcher was one of the original inspirations for AD, the gib system and use of H2 models is the reason they exist in AD! 
Not Dogging Their Quality. 
When I say they need to its more I would love it if they did hehe. But those are cool maps. Fun to hear how inspiration just triggers and circle through communities. 
Awww 
Thanks guys :} Of course it's hard to take an objective view of one's own work.

I'm hoping to extrude a little AD-flavoured treat from my nozzle before QExpo '16. 
Vore Fun? 
Just dropped this in the Screenshots / Beta thread...

Vore Wip Screenshot!

Go there for more details! :) 
Slowly Working My Way Through. 
I think I've played all the test maps, all the ExMx remakes, all the DMx remakes, Necrokeep and Lavatomb now. I couldn't actually finish the last two though.

I'm finding the maps consistently great or better, the secrets & exploration really cool. The visual enhancements e.g. particles, smoke wisps, cobwebs, candles, skulls, and breakables are all good and used really nicely.

Some of the new monsters are nice. The Imps are well balanced and fun to fight. The Vores that spawn Vorelings and the floating twats who spawn Spiders are a neat touch. The Golems are decent, although the "don't use non-shotgun" feedback is a counter-intuitive, stone monster blood could just be grey.

The non-Quake-style monsters I don't generally like. Spiders, mages, etc.

The general gameplay / balance with the new monsters and weapon tweaks, I mostly hate. I think it's wrong at a fairly basic level, i.e. having a lot of enemy that are hard to hit, more accurate, and / or do a lot of damage, combined with weapons that are made less effective. The monsters require spammy shooting or sniping and the shotguns and ammo levels are contrary to this. Individual changes that are okay seperately but don't work together. I've found most maps start fine, turn into gruelling F6-fests in the middle, and then only get more fun in the end hunting for secrets after everything is dead.

So far E2M2 has been my favourite map. Start map has been my favourite gameplay. 
Marcher 
@Kinn, Your marcher fortress was indeed the major impetus for my current project. I see it as a challenge to one up you.

And Sock and all the AD crew, darnitall if I don't have to up my ante even further for my mapsterpiece. AD is just too good!! 
 
Sh4mbl3r lol are you playing on skill 3 or something? Skill levels are your friend. I'm crap at quake but had a blast in AD on skill 1

Qmaster, that's cool to hear. 
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