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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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Parubaru I Have A Brand New Harsh Post Just For You. 
Get fucked sideways with a rusty spade. 
Onetruepurple 
Why so harsh again?:) 
Necrokeep/. 
How the fuck do you get the moving altar secret under the silver key stairs?? 
Mwh 
ad_e1m1

Only very vaguely remember the original. Was fun though.


You're aware that it's Doom e1m1, not Quake e1m1? 
Hungarian Inquisition 
did I imagine that after a particularly traumatic curry experience??
I think you are being a bit dramatic! I thought necrokeep was amazing, I loved exploring the different paths, it had a lovely setup of traps and broke up the typical quake combat with minion spawners perfectly!

get the moving altar secret under the silver key stairs??
I could not get this one either, I saw the tracks on the floor and it drove me mad for ages. It is a very obvious and yet very devious secret. There is a texture difference close by ...

Detailed investigation and review of all 3 published readme files
I am getting the impression this is turning into something vindictive on your part, are you planning to audit all past MODs for credit issues? or this just something personal? Do you have some grievance or vendetta you are trying to accomplish with this? 
@mwh 
The triple barrelled shotgun/widowmaker is very satisfying to use and has a great sound. The only downside is that it gives you a risk free way to take on zombies at close range:
The triple shotgun is designed to be an alternative item to give to the player instead of the GL. It does so much close range damage it would be really odd if it did not gib zombies! There is a crazy amount of exceptions going on with shotguns inside the combat qc. It probably would have been easier to setup as hitscan because the code can make an instant decision and not wait for pellets to impact.

do you just use the axe to knock them down and gib
Originally the new axe had a low random chance to knockdown, but it was changed after much testing by Scampie and it is much better now as a two stage process, knockdown and gib.

I think possibly the new crossbow dudes have too much health?
Yeah the HP is high so that the monster has a chance to fire twice at the player before death. It is well under GL/RL damage and a NG/SNG take care of these units very quickly. They are designed to be the next step up from a soldier/knight and appear at the same time as a NG.

an endless parade of ogre variants that I never really got the difference between
Yeah I went a bit crazy with the skin variety and model types. There is a difference with attack patterns, damage and HP but its not really obvious and a little bit pointless.

Loved the breakables
Yeah I hope more mappers embrace the monster interaction and use them for more surprises ambushes.

Thanks for all the feedback on the maps. 
Crossbow Knights 
From a game logic stand point they're great, and it's awesome to see that a stealth enemy can work in Q1SP. My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight 
 
My only gripe is that it shares the model with the weaker kind of knight

Would a skin repaint do the trick? 
 
"My only gripe is that it shares the model with the weaker kind of knight while having the health of the old skinny red knight "

That's a good observation, I'd be surprised if it never came up.. 
 
Ends up working like another stealth tactic.

About variety of stuff: I think the mapper should choose the right limited subset of all ogres and knights and weapons to tell the story. 
FFS. 
Still can't find the fucker. I know know the textures in that area as well as the inside of CZG's ass. There is a different texture on the steps to the Flesh Key secret and that's all I could spot. I can tell you that all the arches have a wee star on the top and a little beige overlap at the bottom, and that the beige stairs alternate bricks and slabs and that one torch fitting near the outer grilles is slightly greener than the other, and that the apex of the two central arches looking on the SK level are terracotta and the outer ones are brick and all the wee fallen bricks inside the gold key door are the same dark brown BUT I CAN'T FIND ANY FUCKING TEXTURE DIFFERENCES.

Also gibbable bodies are cool. 
AAAAARRRRGGHHH. 
I LOOKED AT THAT CEILING ABOUT 10 TIMES IN THE LAST 20 MINUTES FFFS. 
I Chuckedeleled Too, That's A Hell Of A Secret Right There! 
me myself still hasn't found all secrets in this map.
And that vore trap is awesome, you puss. 
Oh Good 
I'm glad other people can't find that secret too (I read the map source in the end!)

adib: yes :-) I remember quake e1m1 pretty well :-)

And yeah as kinn says if the crossbow knights were coloured more like the regular knights and less like the super weak ones I wouldn't have complained. 
Also. 
Ghost Death Knights - awesome touch. Work well with the rest of the visual vibes. 
Ogre Bastille Part Deux. 
Obviously this was not a map to try as an early taster of AD. There is still no limits to the vast amount of Fuck Off the Crossbow Knights can do, and the ZOgres are more punishing in this than in other much easier maps like Firetop.

OTOH the design and exploration is truly excellent. As a remake it's perfect, apart from perhaps a weak ending arena. The crypt secret and the SK terrace are ace.

I do think there needs to be more marked secrets to reward the player hunting around though, for example:

<spoiler>
1 - left blue room at start
2 - right blue room at start
3 - ammo cache above main entrance
4 - LG on shambler terrace
5 - left ledge nails opposite GK
6 - right ledge nails opposite GK
7 - silver key terrace (gotta remember SK door)
8 - blue window on SK terrace
9 - blue window in SK terrace
10 - biosuit behind window
11 - shortcut back from GK door
12 - ammo pack in SK terrace
13 - plasma gun near end
</spoiler>

Plus the normal 3...

There might be more OFC. And no I didn't do the time limited ROS thing, fuck that. 
Shambles 
It's because the secrets are so secret, it's a secret that they're secrets. 
Use More Skill 
I dont know I find most Q1 monsters to be cannon fodder so the crossbow guys and zaware ogres are a nice change of pace for me. And their reload delay is their doom. 
Use More Macho Knob-waving. 
That's why I haven't been reading this thread much.

Someone make a box room full of 30 spawn, with 30 crossbow knights on surrounding ledges, so you people can use more fucking skill there. 
You Are Funny 
Not a very fun sounding map obviously. Though Devil Daggers currently looks like that madness. 
AD_END. 
Via console, I haven't found runes.

Lovely map, proper vibes, really nice to have as a secret map. 
 
yea that map was soo pretty. I full map in that style would be something else! 
Secret Hunting In Swampy. 
Jesus, this is a game in itself. Got both silver keys, the blood key (that whole section is fantastic), and 7/8 tomes, and still only got 20/25. Gonna be a long hunt.... 
 
Oh one other "thing" that's kind of a shame although obviously unavoidable is that each map has its own visual language and that definitely makes it harder to find secrets on the first time through. Maybe I should have played the test maps first (still haven't played those...) 
Trenchbroom 
Anyone got a fixed entity definition?

I looked at fixing it myself but the errors on reading are odd, the lines it says are erroneous seem fine.

TB1 BTW. 
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