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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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Swampy Secrets 
Yesh thoshe secretsh be tricky. Tough one is near the part where two skull wizards are spamming you from behind breakables and bars...no one looks up, not even I and I make maps too and use this trick to make secrets. That quad secret took me days to find. 
Ijed 
I used the .def with TB1 for ad_e2m7 and it worked fine.
The .fgd uses some Jackhammer extensions. TB2 does support it though. 
22/25 
Apparently I had found all tomes, and I got a Drole as a reward.

Had to noclip to find the last few, I think the trigger is missing from the one in the tower overlooking the MH bridge. 
Several Of Us Got All 25 
 
Ok, Thanks Eric 
 
Well Done Qmaster. 
Several of you have smaller cocks too. Whatever. 
Lacking Hitscan Weapons 
Okay, I have a final verdict on one thing: The lack of hitscan weapons sucks.

Hitscan weapons are usually bad, but there are cases in which they're needed. There is a single enemy in AD which is a perfect example of this: The flying saucer drones in Crucial Error.

They dodge quickly, they fire fast, they're small and they keep themselves distant from the player. They make us waste ammo like crazy because:
1) When they stop for a moment and we shoot, they dodge again to a random direction before the bullets can hit them;
2) When they're moving, their movement ends too quickly for us to predict their path, aim and shoot in time for our bullets to travel and hit them. And they shoot a barrage of lasers immediately upon stopping, which punishes players who tries to aim for their stopping position.

I'm not against the modified shotguns per se, but the lack of a hitscan weapon to take care of those flying drones makes all battles against them frustrating. Those drones makes us waste ammo like crazy, I end up just shooting randomly in the hopes that some of the bullets will hit. That's awful.

And this highlighted a lost opportunity. In vanilla Quake, the thunderbolt is the most useless weapon to me. It consumes ammo too quickly, its ammo is sparse, and it's not much more effective against enemies because in vanilla Quake the nailguns fills the "high rate of fire" role in a more economical/easily replenishable way, the shotgun is a more economical hitscan weapon, and the rocket launcher deals more damage per hit.

Arcane Dimensions really lost the opportunity to make the thunderbolt shine. If Crucial Error had it, I'd use it against those flying drones every time, while the projectile weapons would still be used on everyone else because I'd conserve the thunderbolt ammo for the flying drones. And that would be a perfect thematic match of high-tech weapon against high-tech enemy. It would be just flawless.

The projectile shotguns helps to make the thunderbolt strategically unique, and the flying drones helps to make this strategical strength of the thunderbolt a requirement. 
Not Sure I Agree 
But I'd like to add that the Plasma Gun absolutely SHOULD NOT permanently replace the LG, it's not an upgrade in my opinion. 
Plasma Replacement SHOULD NOT Be Permanent 
This. Wish it was just toggleable like the plasma gun in mispack2. Wait...plasma gun...Plasma Gun 
Mankrip 
I think the thunderbolt doesn't reach too far. It would have to be a close combat. 
Mm? 
Doesn�t this depend on the map you're playing? 
Adib 
The thunderbolt has a 600 units range. That's plenty for this case, because the drones keep some distance from the player but they don't go that far away.

By the way, the limited range of the thunderbolt also helps to ensure that its instantaneous hit property can't be abused. 
Welcome Brown Ranger! 
I just started playing AD and I am just floored! Floored by the amount of offerings this mod has for the Quake community. It mixes Quoth, and other mods in addition to new ones and provides the base for new mappers to utilize these tools.

I am going to slowly convert what I was working on to AD because I am just so impressed by the variety provided. The best part, is the conversion has been relatively simple so far.

I only played a handful of the maps so far: (Swamp, Crucial, Deaths, Tomb, Mire) and they blew me away!

The entire AD team should be proud of themselves not just for the wonderful maps but the collaboration to provide a basis for future Quake maps to come.

Cheers to you all!

Now, I just gotta dive through the readme and make sense of all the new offerings there are! I did hear that Sock will be making a more friendly fancy web version of this document? I happily await that as well. ;) 
I did hear that Sock will be making a more friendly fancy web version of this document? I happily await that as well. ;)

Yay, that's what everyone hopes for. 
HD Packs 
Errrrr. 
HD is generally not fashionable because it usually looks like overly-crisp, out of place, ASS.

OTOH, those look pretty good, they actually look like HD QUAKE textures rather than glossy bumpmapped Q3A textures badly ported into Quake.

The Sock map ones look pretty much spot on. The Swampy ones look a little bit too high contrast and too busy, if you can tone that down a bit they'd look spot on too. 
HD-ness 
What Shambler said.

The full-black lines between the bricks in the Swampy screenshots need toning down - they don't quite look right.

Other than that - congrats on releasing some HD textures that don't make me want to immediately poke my eyes out with a rusty sickle, I guess :) 
Kinn 
I can make a pack like this if you promise to record a gif. 
Kinn 
I can make a pack like this if you promise to record a gif. 
@Shambler & Kinn 
Thanks very much for the nice feedbacks!

the packs are essentially based on Moon[Drunk]'s Quake Revitalisation Project. My new textures are basically a re-adaptetion / continuation of his.
I would like to respect ... as far as it is possible ... his artistic choices.

Moreover QRP texture are needed to fully run the pack. Differentiation between mine and his textures will affect negatively the final result. 
Icaro 
Thx for that, as i said on quakeone.com.
One doesn't have to be a "fan" of those HD addons to admire the amount of work (and skill) that went into making those textures.

And i just discovered all the other supported maps!
(jam2, retrojams, tronyn maps etc...)

Thx for that again, to each his his own i guess.

\�/ 
I Have To Also Say 
those look very good Icaro. Are you doing these on a map by map basis? 
Runes... 
How do I give myself runes in AD? Impulse 11 isn't doing the trick. 
Nevermind... 
I got it! 
Good Question Nonetheless, So Let's Answer. 
The readme file has a 'mod settings' section,
that leads you to the quake.rc file.

Said file contains the following:

// DEVELOPER ONLY (need to set developer to "1")

// Impulse 240 - Give ALL rune sigils
// Impulse 241 - Give rune sigil 1
// Impulse 242 - Give rune sigil 2
// Impulse 243 - Give rune sigil 3
// Impulse 244 - Give rune sigil 4
// Impulse 245 - Give SILVER+GOLD key

Is that correct? Is it the only way? 
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