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New Q1SP (AD) Forgotten Sepulcher
Rejoice!

The next big release for Arcane Dimensions is finally here! This a technical masterpiece and a monster of a map with roughly 60k brushes. All beautifully realized by Simon, and made possible through the engine updates by Eric. Please take note that you need AD 1.5 and the new engine provided in this thread to play the map. I would also recommend reading the ad_sepulcher readme for further information.

** this map requires a new engine and AD 1.5 **

Links:
New Quakespasm / Quakespasm-spike Engine
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip

Map file:
http://www.simonoc.com/files/ad/ad_sepulcher.zip

Screenshots:
http://www.simonoc.com/files/ad/ad_sepulcher1a.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1b.jpg
http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg

Enjoy!
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You Know You Have A Masterpiece... 
...when the size of an uncompressed demo for a single map exceeds 5gb :D

https://drive.google.com/file/d/0B9SGXU6l13PrNHAwU05MVFljTjA/view?usp=sharing

Awesome, as expected. Got 33 or so secrets, missed less than 30 monsters, I guess it's a success... Some buttons behind wooden bars seemed impossible to press, that was confusing, wonder if something was broken. Not completely sure about what did I accomplish by finishing the sacrifice, killing all the kraken children and unleashing the lich fiend :D 
Playthrough - 
It's Pronounced... 
ˈsepəlkər

"sepple-ker" 
Bloody American Pronunciation 
GTFO 
#59 
 
No. 
Latest Quakespasm Can't Run Ad_sepulcher 
Host_Error: Mod_LoadLeafs: 73755 leafs exceeds limit of 70000. 
#62 
** this map requires a new engine and AD 1.5"

Links
New Engine Quakespasm / Quakespasm-spike
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip 
 
I swear, you could keep your credit card numbers in a file named "readme" and they would be perfectly safe. 
I Always Read READMES So Please Actually Leave Your Credit Card Number 
But only if you wish to be robbed by me :D 
Rick 
I would love to see how you organize your Quake folder(s). I hate having all my maps/mods/engines etc. dumped in the root folder with all the demos, zip files, paks and what not. So hard to understand what is what.

Also, can't get the mod to work. The QSS engine will not launch. I overwrote the quakespasm.pak with the new one. I'm pretty sure I was using a 64-bit QS before. Is there not a 64-bit of QSS? How do I work around this? 
Screw It 
I just overwrote my base QS install in the root Quake directory with the QSS stuff. 
Perhaps An Unpopular Opinion 
But I think the fire particle effects look a little silly, especially when paired with fire models that are just a few rotating polygons. Just doesn't look Quakey. 
 
The map is excellent. The presence of the exploding boils, which remind me of Dead Space, make the map 10/10 alone.

@sevin. I agree about the Quakespasm Spiked effects. They look overblown and out of place to me. It looks like Darkplaces Epsilon or something. But I guess that's why one can just use Quakespasm.

Thanks for making this SoC/Giftmacher/Eric! 
Agree About The New Effects 
But I think the fire particle effects look a little silly, especially when paired with fire models that are just a few rotating polygons. Just doesn't look Quakey.

They feel very Q3A and out of place for sure. Same with the enhanced explosions. Most of us are playing the game with pixels on. It's a bad fit. I think the boils could be a bit more dangerous when they attack but want to finish the level before committing to that 100%. Other that these small things the map is crazy and inspiring. I don't like being lost in a level at all but I get that that's a conscious design decision so no worries. 
 
Superb release!
The map full of mystery, magic and secrets as it should in quake universe!
Thank you!

Here is my playthrough on normal: https://drive.google.com/open?id=0B_uw1d-iVNvnUUlDcnEwd0MyNzg 
Fuck Me This Is Out?? 
Screenies look amazing. Will play soon. 
 
Amazing map. I loved it.
Usually I don't go back to a map after finishing it but here I reloaded from last save and explored for one more hour.
Played on normal skill which was really relaxing.
Two demos. First ends after I reach the exit. The second one is longer I think and is the exploration and secret hunting.
http://www.quaketastic.com/files/demos/ad_ankh_demos.zip

I still don't have a feeling for the layout. Just running around trying to find new things.
I liked the particle effects and the mysterious atmosphere. All monsters are great too.
Will play again today evening.
Didn't have any problems with installation/launching the new engine etc. 
After Killing The Kraken Children 
The message barely lasts more than one second. I have no idea what I just accomplished. 
 
@Haunter - pull the console down - you can read it there 
About The Fire Particle 
From sevin :

"But I think the fire particle effects look a little silly"

I think he's talking about the little dots from Sock, not the new special effects from Spike. I agree that these floatting pixels are feeling a bit weird, especially when combined with Spike's effects. But it's okay for me.

From dumptruck_ds :

"They feel very Q3A and out of place for sure. Same with the enhanced explosions."

Now I think he's talking about the effects from Spike, not the pixel-dots particles moving from the flames that comes from Sock. I don't agree with him here. I think these effects are great and add a lot to the pixelized game.

Maybe the QuakeSpasm-spike-admod application should contain an option in the interface to toggle IN/OFF the new effects ?

Spike (and Eric ?) : I would also like to see some waves on water, when the player moves/walk in it. 
QSS And Particles. 
short version:
pr_checkextension 0 should stop AD from using QSS's particle system.
The map itself will still use rain particles, but the dp effects should no longer be loaded.

long version:
QSS has a compat layer for DP particles. The fact that people here are saying that they look like DP's just goes to show that the compat layer is working, for better or worse.
Using the compat layer means more engines can have acceptable particles without having to redo the particles for every single engine out there (especially when Sock had initially created most of the effects for his earlier ITS mod, and with the extra AD effects still exclusively with DP in mind, and iiuc derived from SMC). Imho vs FTE/QSS's native particles, DP's lack things like spawn patterns resulting in a general puffiness to the effects; whereas FTE's particles do a decent enough approximation of both hexen2 or quake2's effects (or at least the ones I implemented).
The puffiness is then compounded by the use of pointparticles instead of eg .emiteffectnum, which bloats the networking and gives bursts of particles rather than a more continuous stream. Again, DP compat...

The QSS engine has absolutely no new particle effects built in. ALL new effects are being read from some mod-specific file. The only particles from me specifically are the ones inside the fte_weather.cfg file, which are basically just rain+snow effects.
The r_particledesc cvar says which effects the engine tries to automatically load (defaulting to some 'classic' placeholder).
However, AD then detects support and uses the whole namespaces thing and in doing so forces the engine to load additional effects (which take precedence over the classic effects) while also suppressing the mod's own fallbacks.
If you want to disable the particles, either tweak world.qc to prevent the mod from detecting FTE_SV_POINTPARTICLES, or hack the engine to not advertise it
Note that pr_checkextension 0 will prevent ALL qc extensions from being advertised, thankfully AD still doesn't depend on any extensions thanks to vanilla QS. However, I'm not going to add that option to any menus because it would break mods that depend upon (other) extensions. The choice of whether to use extensions or not MUST be made by the mod, not the engine, anything else is hacky/flawed. Presumably this would be best done using cvars thanks to QSS supporting the set/seta console commands (or possibly just another unreadable temp1 bit).

@Barnak: waves like http://triptohell.info/moodles/junk/fte00040.jpg
What An Incredible Ride 
This one single map, is basically an entire episode in of itself. As I'm sure you can understand, I did not record a demo because I really wanted to take my time playing this, to explore every nook and cranny and really admire the overwhelming detail put into it, really soaking in the atmosphere.

While I agree that the particle effects seemed somewhat out of place, except for the rain, it didn't hinder my experience any. I just rolled with it.

There wasn't a single moment that I wasn't in awe of the design. So many destructible walls and wooden planks, vines hanging from passageways, slabs of brick loose from their walls, skulls, books and gibs littered everywhere. This map is an incredible addition to Arcane Dimensions, as if AD wasn't already successful enough, this one map makes it even more so. Honestly if you rush through even one room of this map, you're missing on some incredible looking details. Its no wonder it required an enhanced Quakespasm engine, which I had no issue setting up.

My only one complaint, and it is so minor, is that there is too much ammunition. I found myself never running out of shells, nails or rockets, even if I missed many of my shots.

As I said I really spent a lot of time on this map, an hour and a half it said. In the end, I only found 29 of the 50 secrets, but I did find the big one which is I'm guessing, the room with the rotating planets. However the message that appears describing the presence of a lich demon, if there was a such an enemy, I couldn't find it. I could only find the bog monster, as well as the 8 kraken children. The only significant secret I couldn't find, was the door leading to the rooftop, locked by the silver key. I get the feeling I missed more though, as my monster count in the end was only 475 out of 510 or so.

But wow, my god, what a journey. There's if ands or buts, this map is an absolute must play. And if you don't like the idea that you have to use another engine, tough. Do it anyway, because its well worth it. This is a 10/10 from me, an astounding job to the AD team as always. 
Spike Waves 
About waves on water, I mean something like what can be seen in Quake3 : just a feel of "fake" riddles moving on the water (without 3D effetcs).

Also, is it possible to get some subtile reflections on the surface of water ? 
Spike Waves (damn No Edit Feature On This Board !) 
Spike, your picture is too dark. Can't see anything on it. Except that it do looks a bit like what I was talking about, yeah. 
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