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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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AD Missing Big Robot For Base Maps. 
there's an excellent big mechanic robot from abyss of pandemonium mission and retextured for travail pak 
 
The Hunter from RRP also comes to mind. 
Not Quaky Enough For Me. 
I'll come up with something when I get around to it I am sure for a big stomping Shambler equal of a mech / base type enemy. More thinking stuff like the titans from warhammer as a starting point. 
Skiffy 
Theres some neat design ideas from Kawaiik (kawaii quake)... Maybe food for thought??

http://androidarts.com/kawaiik/kawaiik.htm 
The Hunter From RRP Is Better BUT!.... 
I think the ABC warrior genetics from the Judge Dredd Universe has the right material feel. Heavy metalic cast iron type weight and imposing presense. The face but a little altered could work too. Remix it all in a blender and we have a winner I say.

Example A

Example B

Kawaiik Site I am familier with. Love the level texture experiment he came up with in there as well.

Texture Test 
 
IMO I think whatever design you come up with shouldn't have a human face on it. 
Pride And Ogres 
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.
This sounds like classic playing the MOD at the wrong skill level. Play at normal skill, enjoy the more relaxed pace, view the sights and spend time working out the secrets. No one cares what skill level you play at, as long as you enjoy the maps!

the crossbow knights are just as scary as shamblers because they are ridiculously hard to dodge
I find them manageable, as long as you listen for their sight sound, always keep moving and strafe all the time. You can stun them easy with nails, melee dance them as they switch states or just circle around them.

Marcher still has some of the best pacing of all Quake maps
Yeah the pacing is very good, its going to be hard to match how great that map is. Ive found that with my maps, I reached a good point with Zendar and its been downhill ever since! :)

actually through some bizarre coincidence, the gaunt idles are from sock's pyramid of the magician map
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!

AD has been accused of just ripping off other mods. I think it's a little unfair considering the new monster behaviours etc. It would be nice to see something a bit more unique
Sadly yes, lots of people don't look beyond the models and ignore the extra features added to the monsters. Constantly get the reference with the Minotaur and Marcher. The code and behaviour are different, oh well it seems the visuals dictate players perceptions. 
 
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!

haha yeah, it was really wild too. i had been struggling for a couple of weeks trying to get some sounds for the gaunt. I loved the Pitch Black monster sounds (Kell's original design was a cross between the Night Gaunt and the Pitch Black monster) and tried to sample some from the film but there was always too much background noise. Then you had released your map around that time and I was running around in it enjoying the scenery when I suddenly heard that sound and the hairs on the back of my neck went up. :)

btw: if you speed it up by like 800% it is just a normal bird chirp! 
Credit 
This mod relies heavily on monsters, features, effects that are the blood, sweat and tears of 20 years Q1SP mapping and modding, artwork and coding.

There are so many things that are more than familiar at first sight.

Even if every single one of them is modified.

Brand new code does not make the idea new.

Lack of oriniganilty is one thing.

Where is the written credit for the idea, the thought, the inspiration?

A couple of lines thrown into what is 'patch2' readme file more reminiscent of a devkit.txt.

And 'mod resouce credits', one-word mentions of maps, mods and mappers and coders, at almost the very end of that devkit file.

Buried deep in technical information a player is hardly ever going to need, let alone understand or use.

At the very least, there should be a readme file with the vital engine, installation and gameplay information and of course a credit list at least as long as the ad_v1_42p2_readme file. 
You Suck 
 
Sorry. 
 
Anger Issues 
Lack of oriniganilty is one thing.
Thank you for your feedback parubaru, so thoughtful! :D 
Oriniganilty 
moved to the drunk thread. 
Played A Bit More. 
Swampy was absolutely amazing. The design was as delightful as I'd expect - the second swampy area in particular is as good as medieval shizzle as I've seen. Secrets and layout were great too.

Gameplay was much better in this. Some bright spark obviously looked at the mod and thought "hang on, trickier weapons and trickier enemy, lets put a bit more health and ammo in" and wtf amazingly that works. Also helps that there usually seemed to be plenty of space to escape and work it out, even if that usually meant falling into the swamp. 
Also MFX Remix. 
Criucla or whatever it was called. Very cool just as the original was (perhaps not as exciting as playing the original for the first time). Gameplay again was mostly better except for the Bobs which were shit in Quoth and combining them with projectile shotguns is the worst idea in the history of mapping. Other than that the modified Quouth enemies were not too grim and the situations were reasonable. 
And Firetop Mountain. 
Played this on Normal skill to see if it helped (also started the above maps on Normal skill, got bored, and put them back to Hard). It was fine. The end arena was really cool and fun. I didn't like the textures as much in this one although the design and layout were good of course. 
And Stuff. 
Zombie Knights - very cool and characterful.

Poison / Fire effects - just as annoying as usual. Who actually plays this and thinks "oh this effect is really fun". Balls.

Skulls are kinda annoying and Swampy was good because it waited until you had decent weapons and escape routes before spawning the cunts. Although there was one bloody awkward situation with two spawners and a Vore. I think I only had grenades left after that, thank fuck for the respawning stuff after GK door. 
Suits You Sir? 
Poison / Fire effects - just as annoying as usual. Who actually plays this and thinks "oh this effect is really fun". Balls.
I think debuff effects are on the same level as environmental hazards, they exist and they are something the player has to manage. There are several ways to negate the effects, the environmental suit is a godlike artifact in this mod because it protects against so much and picking up any health pack will instantly remove any fire/poison debuff. 
@sock 
Yes, I mean that several aspects of the mod, especially regarding 'new' monsters, lack originality.

I also mean the readme file's content should have been separated into two files: one devkit.txt with all the technical stuff, and another with engine, installation, gameplay change information, along with a proper credits section with all the authors whose work served as inspiration. 
JimBob 
Gameplay again was mostly better except for the Bobs which were shit in Quoth and combining them with projectile shotguns is the worst idea in the history of mapping
I liked the bob enemy in Quoth, I just wished it had less health, which the Jim version does. It moves in a similar way and does all the usual tricks and has that awesome attack sound. I can see how it can cause players to panic and be frustrated, but its less annoying than spawns! 
To Read Or Not Read 
proper credits section with all the authors whose work served as inspiration
The readme file has credit for ALL the assets used by other people and thanks you for ALL the people that helped. If you feel someone is missing then please let me know. 
Shambler, 
one of the things I discussed with sock was that none of the AD team would get the monster setups and balancing nailed down until sometime after the mod was released, there's so much new stuff that it will take the community a while to figure it out 
FINISH IT 
also +1 centurion. 
@parubaru 
There was a glib saying at one of my old jobs that a tv show re-run was "new to you" if an audience member hadn't seen the show already. Having not played Quoth ever and not having played the Quake mission packs or even Hexen 2 in many years a lot of the content in AD was pretty fresh and fun. I think you can forgive sock and the gang for using those assets for a number of reasons, but the main thing is the mod is fun, it's free and making mdls is extremely difficult and always has been. (Note everyone shitting themselves over Skiffy's new Shambler.) They gave credit for the assets and knocked the mod out of the park. what have YOU done for the Quake scene that's anywhere near as cool?

Huh? Yeah I thought so. 
 
I hate that argument. It's stupid. 
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