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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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For the pedants out there:

For shamblers:

Use 0 with 'exactskin' for:

http://imgur.com/Cyd8Ycm

And 1 for:

http://imgur.com/vL63ff6 
No Smoking 
Thanks PulSar I tried angle -1 and -2 (Which would make sense now that I think of it) but the smoke only goes up...nothing has made it change direction so far.

Is there a map that uses a different direction of smoke? I thought terra fuma did but I can't open it in TB2. 
@mukor 
I was asking about the original skin/model? 
Bloughsburgh 
I remember there was a bug in my map when smoke was directed horisontaly, try angles -90 0 0 or 90 0 0 
 
If you very seriously want the exact id1/progs/shambler.mdl skin:

http://imgur.com/cN9wExt

youll have to edit the textures in ad/progs/shambler.mdl. 
Angles 
90 -90 0 got what I wanted...and then vice versa for the other way.

Sorry, I thought I tried that already but nope. Sometimes I just need someone to directly point at the obvious.

But thanks, this was rather integral for a gimmick in my map. 
Surely I Want~ 
 
Smoking Gun 
Okay,

Do want to point out that misc_smoke abides by the angles rule but only when using the angle (No s) key. This is probably not the intention but that's what is working. 
Double Smoke 
Been looking at stuff for too long.

Mr. Sock himself helped clear the room of thick air so thank you sir.

I got it, now I shouldn't run into this issue again.

angles 180 0 0 or 270 0 0 and so on.

you can also use info_target to be the pointer for the smoke. Never used info_target before but the name is rather appropriate.

Gah. 
Twitch Stream Going On 
Ad_magna, Skill 2 Demos Aka Get Rekt 
The vores that spawn vorelings are my favorite enemies in the mod <3

https://drive.google.com/file/d/0B9SGXU6l13PrNVp3UlV1VjVvSjQ/view?usp=sharing

Apologies for the size of the demos, but I need pretty particle effects in my life. 
Oooohh!! 
So excited! Can't wait to play when I have time. 
I Know That You Want Demos Of The New Maps Of Ad 1.5, But... 
all maps in skill 3

ad_dm5
https://drive.google.com/open?id=0B72Jjyg-RfNFQ3JseE1ZV1FTeDA
ad_e1m1
https://drive.google.com/open?id=0B72Jjyg-RfNFYmFlRWZsbjh3OUE
ad_e2m2
https://drive.google.com/open?id=0B72Jjyg-RfNFR0x0MWdNWTJrYVU
ad_e2m7
https://drive.google.com/open?id=0B72Jjyg-RfNFWlpYaER0cng2RGc

I played ad_dm1 but died two times and the demo is 45 minutes long, from now on i will quickload and start a new demo instead of restarting the map 
From The Header Post 
Stone Gargoyle --- 50% --- --- 120 240

Stone Gargoyles don't have ammo resistance. 
The Most Epic And Polished Quake Has Ever Been... 
3 maps played so far: azad, tfuma and magna, but yeah we should feel amazingly privileged that Quake is getting this much love poured into it (and I'm sure we do!) 
First Time Ever Posting Here! Here's My Play Of Terror Fuma. 
Amazing update for an already amazing mod! Can't wait to play through the other maps aswell!

The silent long play of Terror Fuma...
[49:28] https://youtu.be/KoM9S0I_ZCo

Thank you for the excelent mod! 
 
AD_Magma is driving me crazy.

I have 358 / 384 mobs
15 / 25 secrets (one of which I rocket jumped to before discovering the "proper" path.

I have no idea where the green serpent runekey is supposed to be used. It's driving me crazy. 
 
oh, in 141:23 including my massive (and unsuccessful) secret hunt at the end. 
 
That new Scrag Boss is the fucking coolest and Quakest looking addition since Quake itself. That pisses all over 95% of custom additions for sheer style, quality and aesthetics.

Just found that chap now. I think one of Lunaran's creations from that project he teased waaaayyy back? 
That Fucking Green Runekey. Tell Me About It. 
 
It Opens A Green Runekey Door. 
 
 
Boss Scrag model and animations are from Lunaran (Zombie Knights were too), but it's code is completely different in AD than it was in Lun's project. 
Serpent Runekey Door 
Is accessed via the same underground area where the key is. That gives you two rooms and a hallway to search. 
That Fucking Green Runekey Door. 
Up to 21/25 in....errrr.....3:15 hours. Only 7/25 during actual gameplay. The only thing I'm aware of I haven't got in is the "Opens from the other side" door in the lower swamp. One of the alcoves has an unlit torch but I can't get it to do anything.

As for the map, spectacular design, unbalanced gameplay. Early traps and later spawners needed more testing. I went from running around with 6 HP to having 2 YAs in a row, from passing 6 health pots to axing a Shambler with 20hp. The boss arena I couldn't make myself finish in one session and had to come back to it. The exploration on the upper areas was cool and the exploding room was brilliant especially as I'd just tossed a couple of Gs in there to get rid of wizards and did not expect THAT much destruction.

Now that fucking door.... 
Ionous, Pulsar 
in ad_magna I found a thing where grenades fall through the geometry, it's where the floor thing collapses.

a demo of said bug

https://dl.dropboxusercontent.com/u/108695968/hole.dem.zip 
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