Bloody Hell!
#716 posted by
than on 2018/08/22 13:20:18
I guess I missed this when it came out, or didn't play it all for some reason. So far I've played through a few of the maps on normal, and there are some fucking corkers in there. Standouts so far have been the gorgeous floating arabianish winter palace with the huge boss encounter, and the firetop mountain level, which had some really fun combats in it (the Cthon setup was particularly memorable).
There's just too much to comment on, so I'll try and make more of an effort when I've played it all, but it's incredible so far, so thanks to Sock and all the others involved for making such a fun addon.
@than
#717 posted by
Mugwump on 2018/08/22 20:29:35
And when you're done with all the AD maps (don't forget the test maps, some are very nice), there are some cool custom levels for AD as well. Have fun!
Awesome To See Than Enjoy This
Basically the inspiration for me learning Quake mapping.
Plumbers Don't Wear Ties
#720 posted by
Qmaster on 2018/08/25 18:14:41
Was probably one of the greatest inspirations for me before AD came along.
#721 posted by anonymous user on 2018/09/06 17:49:08
Is there like a list out there of AD addons?
there are some maps not present in quaddicted, like office assault, grendel's blade and paradise sickness.
Anon
Tronyn did a ranking of AD maps recently but I doubt it's up to date.
https://www.quaddicted.com/tronyn-reviews/arcane_dimensions_by_various_authors
My one an only AD map is ranked pretty low. :( Ranking is fucking subjective anyway. :(
#723 posted by
Poorchop on 2018/09/07 03:17:17
Considering the other maps on that list that are also ranked low, seems more like it's indicative of the exceptional quality of the top ranked maps rather than the poor quality of the low ranked ones. ad_dm5 was awesome. No love for the Christmas jam maps but of course the quality wasn't going to be through the roof given the constraints.
Bottom line - ranks don't matter. I enjoyed your AD map anyway.
#724 posted by
lpowell on 2018/09/07 08:29:39
Here is a slightly more complete listing (Tronyn missed mine, among others):
https://www.quaddicted.com/reviews/?filtered=arcanedimensions
Here's another one that hasn't been added to Quaddicted:
http://www.celephais.net/board/view_thread.php?id=61605
Question For Sock
#725 posted by Icaro on 2018/10/10 22:40:48
AFAIK.
#726 posted by
Shambler on 2018/10/11 11:18:11
#1 is Bal's WIP Xmasjam2 map
#2 is mfx's long running WIP space map
#3 is sock's current WIP map he's streaming a lot of
Pretty sure none of the related to a second episode.
Ooh Giftmacher
#729 posted by
Drew on 2018/10/12 06:03:35
looks cool!
Same with Sock, obvs
Found On Twitter
#730 posted by anonymous user on 2019/01/23 01:35:39
#731 posted by yhe1 on 2019/03/09 21:23:40
Does killing the 8 green spawns in Sepulcher do anything?
@#731
#732 posted by anonymous user on 2019/03/11 00:47:36
Besides increasing your killcount, no.
#733 posted by
mankrip on 2019/04/16 22:53:27
AD still has the double megahealth rot bug.
#736 posted by
mankrip on 2019/04/20 08:13:19
By the way, there's a more elegant way to fix that, without adding an extra entity.
Ad_azad
#737 posted by
Poorchop on 2019/06/02 19:33:18
I'm finally finishing up the second hub with only Sepulcher left after just beating ad_azad. I don't know what else to say aside from that it was brilliant. I loved the theme and the level of detail was mind blowing. Even something as simple as accumulated snow on the some of the steps outdoors added so much to the map.
The breakables helped the world feel alive and I really enjoyed the way that they were employed this time. Instead of just having breakable walls and pieces of wood, some major set pieces were destructible. I was pleasantly surprised when the bridge in front of the silver key lock collapsed under me after being attacked by a death knight. Pillars breaking during the four stoneman ambush and during the final boss made the fights more intense with nothing to hide behind.
I also liked how the destructibles were part of the progression like the iron wood that needed to be smashed with the mine cart. The combat was really enjoyable although the tiny room with the four stone death knights that ambush you got me several times. I didn't exactly save scum but it still felt scummy saving the game beforehand and attempting that fight a few times when I already knew what to expect.
I finished with 6/10 secrets but just like every other AD map, I'm going to attempt the 100% clear. The bruskwork was incredible and it seems like an insane amount of time must have gone into the details. I loved some of the amorphous architecture as well like the wooden platforms haphazardly arranged and supported in the room with the mine carts. Stuff like this is inspiring and I'm always curious as to how much of this was implemented or how certain ideas were conceived. My only complaint was that the map wasn't longer since I enjoyed it so much but hopefully I will squeeze a lot more time out of it as I search for the rust key and the remaining secrets.
GtkRadiant
#738 posted by
digs on 2019/06/04 08:09:41
I'm trying to use ad_1_7p1_gtk.def for GtkRadiant, but in the properties of the entities I see basically only the angle, the model and the noise. Maybe someone has a normal ENT file?
#739 posted by
Poorchop on 2019/06/07 00:16:45
Is there any chance that we can get access to the wads used for these maps? I know that many were custom and/or modified by sock and others but I'm interested in some of these themes and I'm having trouble matching them.
TexMex?
You can just open up the BSP's with Texmex and then save to .wad.