From The Header Post
#61 posted by PuLSaR on 2016/12/06 10:09:42
Stone Gargoyle --- 50% --- --- 120 240
Stone Gargoyles don't have ammo resistance.
The Most Epic And Polished Quake Has Ever Been...
#62 posted by Kinn on 2016/12/06 14:01:21
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.
#63 posted by offline on 2016/12/06 14:11:21
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.
#66 posted by Kinn on 2016/12/06 16:33:08
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.
#67 posted by Shambler on 2016/12/06 16:38:34
It Opens A Green Runekey Door.
#68 posted by PuLSaR on 2016/12/06 17:16:34
#69 posted by anonymous user on 2016/12/06 17:22:18
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
#70 posted by Ionous at work on 2016/12/06 18:52:53
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.
#71 posted by Shambler on 2016/12/06 18:53:13
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
Entrance
#73 posted by Ionous at work on 2016/12/06 19:31:31
Is in that small room with the locked door. And requires no special triggers to find...
My Ad-magna Run + Swampy Question
#74 posted by johnxmas on 2016/12/06 19:50:18
218:46 22/25 250/251.
Pheew! Let's Quake on sunday (aand monday!). What an epic adventure. This is no map. It's a maze! a full adventure GAME! Found the 'Serpent' Key quickly, but took me 2 more hours to finally access it! Thank you for this amazing puzzle experience. Final battle was to hard for me even on easy, until I found my way to the rafters... Gosh. Many deaths and quickloads but no demo, sorry. Believe me: I bow down to this magnum gift. Emotion and tears rush to my eyes facing how vivid and fresh the 'old' Q1 is still today thanks to the incredible creativity and patience of master mappers like you guys. PuLSaR and Ionous (love your dane), I give you my hottest burning Quake hug!
Last time I was sweaty like this after a Quake run was in Swampy!
And about Swampy I wonder if the last door to exit (4 runes found) is fixed in AD 1.5 on easy. In AD, I had to noclip my way through it to access the final slipgate.
Gah.
#75 posted by Shambler on 2016/12/06 20:07:02
Cheers Ionous At Work. A rare secret that isn't a ledge jump or a button (I thought that was the theme of the secrets).
205:00 24/25 488/488 and that's enough for now. Will go back and do a skill 1 run at some point.
Forgot To Say...
#76 posted by Shambler on 2016/12/06 21:22:00
Sock's new start map is wonderful! The design is the highlight of AD aesthetically....maybe. But really fucking cool anyway.
#77 posted by dwere on 2016/12/06 21:40:36
I'm glad that the snowy Jam 2 map got reworked for this mod. It might be my favorite Quake map ever, only rivaled by Day of The Lords.
I thought the original was somehow more cozy than the AD version, but maybe it's just baby duck syndrome. The new final setpiece is very cool.
That Secret
#78 posted by PuLSaR on 2016/12/06 22:27:50
requires to look at the direction nobody ever looks in quake.
Old Maps For Old Gamers
#79 posted by sock on 2016/12/07 00:18:06
Somehow, I enjoyed 95% of Arcane Monstrosity this time
Yeah lots of subtle changes to the layout, more ground space, better monster timings and some new and old secrets. All the jims up to the final battle are much easier as they use a new height key system.
Arcane Zendar - a hell of a lot tougher reboot than Arcane Monstrosity (although I only died twice at the Scrag) but as fun as ever. I took yet a different path to my other 3-4 vanilla playthroughs. New scrag AI is a bit annoying. New Ogre z-aware AI seems sensibly toned down.
The extra garden event was added for players who played the original and would probably be playing on automatic by now. The ogres are setup different than normal with brown skin one's not having Zaware functionality and the metal ones are full on grenade to the head zaware!
Sock's new start map is wonderful! The design is the highlight of AD aesthetically....maybe. But really fucking cool anyway
Thanks man, very much appreciated. I did a mini 24hrs mapping crunch session to complete it before release, so its a bit rough around the edges. I assume everyone has tried the new start map while holding a rune? ;)
So I am planning a patch before xmas to address some of the code bugs and to include the final map for AD 1.5 The forgotten Sepulcher by Henrik which is a crazy bsp2 150K marksurfaces monster!
Some screenshots 1234
If anyone has ideas, feedback or constructive comments about stuff that should be fixed then please let me know. Also if you post any comments you got to tell me something you like about the mod at same time! Got to balance out the moaning! :P
#80 posted by lpowell on 2016/12/07 04:32:07
Haven't checked the thread to see if anyone mentioned this, but I found an issue with breakable pop-in in mfx's new map (the ikwhite jam2 remake). When I first descended into the underground area, some breakable wooden panels that some ogres are supposed to break didn't appear at first, but popped in when I got closer. Then the ogres (which I didn't see behind the invisible wood) broke them and gameplay proceeded as normal. No demo so you can't see for yourself, sorry. :( No other issues with breakables popping in that I found.
Aside from that, no complaints! If these levels aren't all over Kotaku, PC Gamer and RPS et al soon I'm gonna be disappointed. If not, well, maybe in a couple generations kids in universities will be studying these maps, if this civilization doesn't collapse first. ;)
#81 posted by muk on 2016/12/07 04:38:22
#80 - Same thing happened to me. :(
#82 posted by anonymous user on 2016/12/07 04:50:33
We can't even beg a fucking retweet from Romero about Arcane Dimensions, fuck off with thinking of any games news sites to cover it.
As long as the actual Quake community plays it and enjoys it, that's all that's needed.
The Lack Of Coverage Is Surprising And Unfortunate
#83 posted by killpixel on 2016/12/07 05:32:56
AD is of a higher caliber than many games, not to mentions mods.
Maybe AD just needs trendy, self-referential "hurr-durr it's teh 90s" type marketing so the kids will take notice.
AD Needs To Be Made On UE4 With Awful Textures And Bloom Everywhere
#84 posted by skacky on 2016/12/07 05:58:24
game journos will be sure to talk about it then.
#85 posted by dwere on 2016/12/07 06:52:48
I don't think that expecting press coverage for every major update is very realistic. AD is a big deal in this community, but at the scale of the mainstream gaming culture it's just another niche.
People finding it interesting and talking about it from time to time is already quite good.
BTW, is bloom still being overused? I thought it was a late 00s thing, when the consoles weren't powerful enough for a passable level of detail.
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