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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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Barnak 
When you enter a portal press the space bar, not left mouse button. 
 
Yes this is a bug that affects skill 0, the zombies are not set to get angry at the player and are stuck up in the ledges. No clip up to the top ledges, they will see you and the fight will continue.

Cheers, I was playing on skill 1 actually, but I noclipped and continued with no problems. 
More Demos 
Great Job! 
Played Necrokeep, Swampy and Mountain so far. That's really impressive. Loved new particles and sounds. New monsters are mostly fun.

The first meet with igniting warlock in necrokeep was outstanding with all those breaking environments around you. I played on hard and got my ass kicked a lot there, not because of the amount of monsters, but due to the lack of ammo. I had to axe many enemies after the SK door (it was hard to do with minotaurs and flying enemies).

Swampy was a lot easier on hard. That's the most impressive map so far with all those water drips everywhere. Loved the church section most of all.

Mountain map is the one I got killed most often (on hard) from the very beginning. The chthon section was awesome. 
 
For mfx: https://transfer.sh/DbDrL/fog.7z

Not sure if I broke it.

Too annoyed by having to manually record so I guess I will just have fun playing from now on. Bonerific. 
Spirit 
Thx for demo!

,it broke you it seemed, the shortcut is dangerous without proper weapons, eh?

But your fault, you could have always go back and grab some. 
Looks Ridiculously Insane 
will need to find some time to play it properly. 
I Really Enjoyed This 
All the new features/mechanics/art gelled really well. The combat and pacing was very good and was always interesting and engaging.

Firetop Mountain and Necromancers Keep are really standout maps to me, particularly the latter. I feel like that map just got everything right and I found it very compelling.

A quick note about Firetop Mountain: At the Shambler semi-circle around Chthon's pit, I just grabbed the invisibility then went around the Shamblers and got the Tome of Power which triggered Chthon who in turn wiped out the Shamblers. I'm not sure if this was intended, the presence of the invisibility makes me think it is since there really isn't any other use for it.

Anyway, thought it all was great. Very well made and well polished, no complaints... not of any merit, anyway.

This is my favorite release of 2015 and I hope to see more like this some day!

Also, no demos, sorry :/ 
Wonderful Job On AD 
My jaw is dropping each time I load a map. Nice to see dev details in the readme right off the bat. Thanks for this guys! 
 
"pixels"

That is all. Thank you. :) 
A Few Thoughts 
Necromancer's Keep (ad_necrokeep)
Possibly has the best gameplay of all the maps, along with epicness, strong architectural themes with memorable areas (i.e. it didn't all blend into one big mass), awesome exploration, well thought-out fight setpieces, trap sections that were fun and not annoying. Fire Wraith pulled my pants down over and over again but I knew it was just me being derpy and eventually I got the hang of him.

Foggy Bogbottom (ad_swampy)
Mentioned this one already - arse-shatteringly large and epic, and totally exhausting. I have played this one through twice now because it's so interesting and impressive. I got disoriented a few times but despite the size and connectivity I always managed to find the way forward before it got annoying. I felt on occasion that the "every brick is a brush" aesthetic made movement a bit sticky and awkward in a few spots though.

Obsessive Brick Disorder (ad_obd)
Loved this one. Not totally overwhelming and despite the name, the style was refreshingly clean and orderly; like sipping a light pale ale, as opposed to chugging down one of those chunky alcohol-infused stews given to homeless drunks to try to stop them eating boot polish.

Cruical Error (ad_cruical)
Base maps are not really my thing and I'll admit I didn't complete this because I got lost at a certain point and just couldn't find the way forward. However, it's obvious it's another totally impressive epic with plenty of BS&T poured into it, so might try again later.

Firetop Mountain (ad_mountain)
Another favourite, and such an awesome atmosphere here. Really felt like I was inside a volcano fortress. Enjoyed the Cthonage.

Will hopefully post thoughts on the other maps soon. 
Installing 
Norton deletes lib-vorbis3.dll - I've gone ahead anyway but what gives? 
Thanks For This Awesome Pack And Happy Holidays! 
first bunch of demos (skill 2):

https://www.dropbox.com/s/e5z7q5a5ck025aa/arcdim_demos_pathogen_part1.7z?dl=0

includes the smaller ones so far: ad_dm1, ad_dm5, ad_e2m7 and crucial_error (nice mainframe mayhem facelift! :P)

found 5/6 valves on ad_dm5 eventually, still couldn't figure out the silver key puzzle :( 
Thanks For The Demos 
watched them all so far for my map. Certainly does help see what went well and what went bad. 
Next Stop, Firetop 
an epic hilariously bad not quite complete skill 2 adventure in 7 parts (aka i hate myself so much now):

https://www.dropbox.com/s/zbjz5j3f6d4p5a0/arcdim_demos_pathogen_part2.7z?dl=0

not quite sure how many (unmarked) secrets i missed. 
Superb 
Thank you all for this release! I've played through the maps over the past two days and I'm dumbfounded by the quality.

I spent a good 30 minutes tweaking my autoexec before even starting playing, since I'm not used to Quakespasm. Unfortunately I missed the detail about increasing the heapsize, so I suffered a framerate issue on the first map (ad_crucial). Can't blame anyone but myself of course.

The new progs were fun and well polished. In the past I have tended to stay away from custom progs since they mess with expectations and key bindings. This one not so much! I enjoyed chopping zombies with the super axe, like in "Honey". I really like the machinery sound effects, and seem to remember them from earlier maps by necros. New monsters were fascinating and never unbalanced. Looked like the droles had gray blood (wood pulp?)

All maps were very pretty and well made. I did get lost in ad_swampy, probably due to some unexpected slope jumping I performed early on. Apart from that, the challenge felt fair throughout (playing on easy). 
 
"Unfortunately I missed the detail about increasing the heapsize, so I suffered a framerate issue on the first map (ad_crucial). Can't blame anyone but myself of course."

Oh .. right. Thanks for that. Clears up my framerate.

And makes me wonder why those aren't the default settings but ANYWAY ... 
First Impressions 
The build quality is excellent everywhere you look in this mod. No surprise considering who worked on it, but definitely worth saying anyway - great job.

I think a few of the monsters could use more variety in the attack patterns, but otherwise they're all pretty awesome.

I'm very slowly going through the levels recording demos, but don't want to rush. I'll post the demo pack when it's all ready.

Thanks for the awesome christmas gift. 
Continuing To Embarass Myself 
 
Looked like the droles had gray blood (wood pulp?)

That's to signal they are resistant to shotguns. Other monsters with resistances have similar particles (Like Shambler and rockets). The .txt lists all the monster resists. 
A New Standard For Quake Mapping 
I think it said something about the Droles having a shotgun shell resistance in the manual, which would explain the grey sparks instead of red blood splashes from hitting them.

I found the flesh key in Necrokeep but I still can't manage find the bone key. I did manage to find a secret plasma gun though up high one in one of the rooms. I'll agree with skacky here on the plasma gun but I'll take it further in that I don't think I've ever encountered a more satisfying weapon to use in a video game than this mod's plasma gun. Brutal Doom's plasma gun is up there as well.

Another word has to be said adding on to what I've said about the Rubicon Rumble pack, as I feel much of what I said about that mod rings true here as well. Big props to the mappers for enhancing the standard Quake universe so much that it's almost like another game. The ambient sounds really help in that regard as well, as you hear all the creaking wood panels above you, the sounds of explosions and monsters in the distance and one sound that sounds like some demon lord taunting you in the distance. I've played through all of the maps now and they're all like this so congrats guys, you've all got something really special here.

That ending map gave me some serious nostalgia goosebumps too. 
I Just Started Scrolling Down The Readme 0_0 
 
Marvelous! 
now I'm sure I became infected by culture barbarians!
you make my money so worthless for this mission pack. 
DaZ Reviews ? 
Has DaZ made a review yet ? 
Amazing 
Demos : https://dl.dropboxusercontent.com/u/33279452/ad.7z

I wanted to wait until I had finished all the levels but it's taking longer than I thought to do so and I'm in danger of forgetting things.

First of all, holy shit you lot! This mod is siiiick. So many cool things in it. All the new art, code, and systems are great. The breakables system alone gives me a mega mapper boner. I did see some of this stuff a few months ago but didn't have time to do anything with it :( The additional "full" sp maps were not in that version I saw though, which brings me nicely to :

Holy maps batman. Great use of all the new systems and features of the mod. Ad_swampy is so fucking dense it's going to take me weeks of play to get it all straight in my head. That thing is a behemoth and I wonder how many goats MFX had to sacrifice before it would compile... I still haven't finished Firetop Mountain or Ionous' map as I die every time.

It was quite awkward at first having to unlearn some behaviours with regard to the modified and new enemies. The Ogre's especially take some getting used to. Probably why I get so horribly murdered by them all the time :)

I love the new damage resistance effects. I understood immediately that my shots with certain weapons were not damaging the enemies nearly as much. Bravo for that :)

Meh, I'm rambling now. This thing is fucking great and I'm excited to see what people do with it! 
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