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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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Forgot To Say... 
Sock's new start map is wonderful! The design is the highlight of AD aesthetically....maybe. But really fucking cool anyway. 
 
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 
requires to look at the direction nobody ever looks in quake. 
Old Maps For Old Gamers 
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 
 
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. ;) 
 
#80 - Same thing happened to me. :( 
 
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 
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 
game journos will be sure to talk about it then. 
 
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. 
 
If anyone has ideas, feedback or constructive comments about stuff that should be fixed then please let me know.

My models aren't up-to-date.

Although if you want the SSG pickup to necessarily be blue, then I'll have to repaint the latest version, since it's brown.

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

ad_magna is super neat. 
 
Can I ask what is the smallest / shortest ad map? 
Just A Quickie... 
I did a quick(!) run through the first 3 offerings yesterday night, fantastic stuff!!!
There's a couple of things about Leptis Magna that I'd like to point out, since a bugfix release is in the works.

After the exploding tower, before finding the gold key for good, I went for the rooftop to get all the stuff up there: after the first secret, going for the 2nd I saw it was possible to drop down and get the red armour encountered previously (I'm fairly sure this is not the intended way to get this secret).
Problem is, the only way down is now dropping in the courtyard but the Blue Key door is still sealed by the ambush grates and I have no way(did not find it anyway) of getting back up and resume the quest.
Had to noclip just so I did not have to start from scratch.
Later, though, I noticed that jumping on top of the exploded tower had it crumble a little more and doing so dissolved the ambush grates, is this intentional?
My guess is that the grates are meant to open/dissolve after the explosion of the tower, but somehow the deflagration did not destroy enough scenery to trigger the event... Hope this can be of some use... 
Under The Radar 
I think one of Lunaran's creations from that project
Yes indeed, the model is from lunsp2 (never released) and with Lunaran's permission for use.

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!) Thank you, very much appreciated.

I found an issue with breakable pop-in in mfx's new map
This is a MFX bug, there is a trigger there which enables the breakable. Not super critical and probably be fixed by MFX at some point.

If these levels aren't all over Kotaku, PC Gamer and RPS et al soon I'm gonna be disappointed
Mainstream media has no time for Quake Community made MODs, in the grand scheme of things we are just a niche community creating content for a long forgotten game. Quake is also too complex and annoying to setup for most modern people.

As long as the actual Quake community plays it and enjoys it, that's all that's needed Indeed! :)

My models aren't up-to-date
Not critical, the current models work fine. 
Tfuma. 
Great time playing this one. Died once at a Hunter that woke up when I went through a door next to it (not sure if that was indicated or not). The combat above the floating crane slime area was a bit awkward as was the Quad slime pit (but I should have got the obvious MH first, doh) but other than that some really cool gameplay in this. The plasma gun fight was spot on, and the end battle was cool that you could escape it - I had the small pipe so full of bodies and backpacks I couldn't see what I was shooting at. Really felt like the map rewarded keeping your wits about you which was satisfying.

Obviously the design was great as was the exploration. Not much to add about that! Some secrets were unmarked tho. Having the monsters fight the grunts was also really cool. 
Linked By Ericw Last Night 
https://www.twitch.tv/shotsfiredmarathon/v/102073710

AD top floor levels marathon in 19:30. I love the guy's commentary, he sounds like he's hardly played Quake and never seen AD before, kinda super-relaxed and obviously a good runner too... 
AD Publicity 
I can understand the frustration of major gaming news outlets not picking up the story of an updated Arcane Dimensions, to be honest I was surprised some of them picked it up when it was first released.

But this mustn't discourage you. While gaming news sites might not be spreading the news, other outlets certainly are. The same day AD 1.5 was released there was a large thread on /v/ talking about it, and praising it. I'm certain there are lots of people who keep up with Quake 1 releases of maps and mods who never post here, or may not even be aware this site exists.

In summary, there are more people playing the AD update then you think, enjoying the hell out of it and spreading it around as much as they can. 
Played Only Two Maps So Far 
tfuma and magna, love every bits of the aforementioned maps, i've found its more comfortable to play on skill 0/1, with footsteps sound off, and projectile off 
 
yeah cubeface is really good, the fact he beat swampy in 4 mins is totally badass 
Gah! 9/10 Secrets And Missing 2 Kills. So Infuriating. 
just finished the last of the maps (zendar)

it works really well with the AD progs & breakables.

So when it got time to fight in the garden I was not expecting that encounter, it was awesome. I was expecting a bunch of mobs, I was completely duped by the quad snailgun into expecting a shambler.

Thank you guys so much for the work you put into this. 
 
I can't get v1.5 to run in DP - using the 09.22.2016 autobuild. It loads the standard Quake start map instead. 1.42 works fine (played map jam 8 with this build). 
Pro Tip 
don't use DP :P 
DP 
is a target engine. Make sure you have a completely clean build. 
 
When I say clean build btw make sure no leftover configuration files and have a brand new installation 
What Error? 
Sock tested all maps load in dp.
Also might try updating your nightly build. I think the latest is from November? 
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