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|Author:||sock, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach|
|Title:||Arcane Dimensions 1.42|
|Additional Links:||Func_Msgboard • Screenshot collage • Patch •|
|BSP: • PAK: • PROGS.DAT: • Custom Models/Sounds:|
Files in the ZIP archive
Arcane Dimensions 1.42This is version 1.42 - the newer, more feature-rich version 1.5 is available here.
Large-scale single player campaign with many new levels, some of them labeled as "test" maps, featuring a whole line-up of new monsters and items as well as several tweaks and changes to the gameplay. It is also meant to serve as a tool box for level designers. Map and QC sources are included.
Note: These maps require an engine port with increased limits, support for BSP2 and transparent textures. They are designed to be played with QuakeSpasm 0.91.0 or later.
A patch is available here.
Tags: swamp, large, monsters, weapons, remix, start, traps, source, runes, episode, skybox, bsp2, arcanedimensions, ad
Editor's Rating: Excellent
4.5/5 with 103 ratings
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How do you activate the Nightmare difficulty level?
You gotta be really hot-headed to even find it wink-wink
Best single player mod and maps for quake! A perfect meld of the original quake style with newer work.
I am hot-headed, thanks! Now I am ready to play this maps ;)
However, in the first tries I am afraid they are too large for my taste... I guess I have to learn how to save ;)
Getting a Mod LoadBrushModel: wrong version number error with this when trying to start ad_crucial - is that something I'm doing wrong? Keen to play, the start map looks amazing!
pjpk, it sounds to me you're not running the recommended engine (QuakeSpasm 0.9 with BSP2 support).
I found a misaligned texture and a brush you can clip through and get stuck in in Per Aspera As Inferi. -1 star.
Why are you still reading this? Go play it already!
Thanks onetruepurple - I was running an out of date version of QuakeSpasm. Have since updated and played this and it's absolutely fantastic!
Stunning, just stunning....
GREAT mod! There is a way to start directly with "feet" and "updprj" options (de)activated?
"is a way to start directly with "feet" and "updprj" options (de)activated?"
656384 = 1024 + 131072 + 524288
It's very strange but I can only choose "Underearth". Choosing any other level I'm looping through endless cycle of "Secrets 0/1, Kills 0/6" - the ending of start level again and again. I'm on Windows and tried QuakeSpasm 0.90.1 and Darkplaces (32-bit and 64-bit each).
Space bar to load the nextmap
is there a way to start the game with the impulse 130 command in the autoexec.cfg (to deactivate the projectile shotgun)
i don't know what should I change in quake.rc
I saw a comment about it, sorry and thanks!
So weird, I love the new shotgun. It was even a feature in my short lived mod...
Amazing stuff indeed!!! But I'm getting multiple "movetype_push with a non-bsp model" errors in the swamp map. :(
How do you get to the final level? I beat all the stages, including the two remix ones, and nothing seems different at all in the start map. To make sure it wasn't broken because of repeated reloads, I started a new game and noclipped to victory on all of them again. Still nothing.
I haven't found it either, but I've read there are runes hidden on certain maps.
I've just read that the runes are hidden! damn! I went through the swamp level, ended getting the rune and then turned it off -and about time, I played through it in two hours and a bit!- Thankfully I saved with two "left to go..." thingys, but still! Huge d'oh from my part, but still I loved the mod. 5/5, and I'll go through the other runes next days.
I keep getting hunkalloc: failed on <randomnumber> bytes :(
Which engine? Did you follow the readme?
nevermind, I didn't read the readme. everything's running fine now
Help.. I need to play it on a PentiumII400+Voodoo3+Win98.. will it run ??
Really hard to say, since there are so many factors and I've never used that hardware, try and let us know :-) RAM is likely going to be a problem. I don't know if QS runs on Win98. Some of the maps run in FitzQuake 0.85.
I have tested AD on awful gfx cards (intel 82815 and radeon 9250se) which are probably worse than a Voodoo 3 (?), and the framerate is pretty bad, 20fps or worse.
Just over sixteen years ago I bought a computer with a Voodoo 3 and an Athlon 600. It was good for Unreal Tournament and sluggish on some Quake 3 levels. I would not attempt to play a 2004/2005 JPL, Kinn, or Tronyn level with it, much less a BSP2 level.
A 9250se is years newer than a Voodoo 3, with nearly three times the fill rate and eight times the memory.
Main issue of Voodoo3 is lack of pixel-shader capability.. I guess Usually I'm able to play most of the maps on my PII400
Just amazing. I'd love to see more maps using these enemies. Nightmare Quake was challenging as hell, yes!
Top notch map. I like the alteratians on the boomstick. Works well in singel player quake as a whole.
Amazing work guys!
Beautiful! The train map had a bug with the rune room... I couldn't get out of it and had to clip out. Otherwise, all maps have been fun so far! I'm streaming them on my channel, sheporiginale.
I was a bit disappointed to find that Sock's contribution (Obsessive Brick Disorder) is a reworking of his earlier Backsteingotik. On the other hand, it was a good opportunity to replay a modern classic, and it stands up extremely well. This time I got all kills (303 on Hard, but I imagine the number changes depending on how many skulls the sorcerers launch) and 6/10 secrets. I also found both the silver and gold vaults, and the rune.
One question: in the "second key" section of the map is a large hall with three button-operated crushers. On one side of the hall is a wide ledge which you can jump up to, using a ground-level light-fitting. On a pillar on that ledge, facing away from the hall, is a button. What does it do? (I pressed it, but nothing seemed to change. There was a message which I don't remember, but I think it had something to do with the vault keys.)
@theshep, there is an update for ad_crucial in the patch zip file. The original zip version does trap you in the Rune room. All fixed in the latest patch.
@MikeTaylor, Very true, OBD is a remake, but I think it is different enough to be an unique experience. If you want to know what maps I made for the MOD, check the readme file, there is plenty to play with! :P
The ledge with the button next to the 3 crushers on the GK side lowers a lift to get easy access to the GK vault key. There is several ways to get the vault key, the map is very much about player choices.
wooow, quake never die. Good work good job good game... thanks so much...
Wow, I can't get over how completely awesomely ridiculously outstanding Foggy Bogbottom (ad_swampy) is. It's MFX's contribution, and I think ... I think it's my new all-time favourite Quake map. Huge, sprawling, very interconnected, confusing, hard but doable combats: it has everything. (At the moment, having finished the main part of the map and found the exit, I am making my way around the rooftops in search of the last few books.)
So awesomely great that I am awarding the whole pack five stars right now, having only played a couple of the maps.
For a moment at the start of Sock's Firetop Mountain (ad_mountain), I thought or hoped it was going to be an Quake interpretation of the old Fighting Fantasy Gamebook Warlock of Firetop Mountain -- but alas, no.
Still, this is a unique level: absolutely brutal in the combats. I only play on Hard, and I still found three or four places where I had to keep on going back to saves over and over before I found a way through. If anyone's done it on Nightmare, I will be impressed.
My only real frustration is that the secret count is 1 (one), even though there are many more secrets which don't register as secrets. I never found the one official secret, which I assume must be a large area -- it's only reason I can think of why I finished on just 132 of 170 kills. (I broke open a lot of bloodied grates, but there was nothing behind any of them.)
Anyway, well worth playing, and I imagine the difficulty of the combats gives it a lot of replay value. 4* for this one, and (I forgot to say last time) 5* for Foggy Bogbottom. Oh and a weaselly 4+1/2* for Obsessive Brick Disorder.
Sean Campbell and Matthew Breit's Necromancer's Keep (ad_necrokeep) is another winner -- a lovely, big level of crumbing terracotta with lots of well-judged combats including at least three hordes that I remember. (I feel that hordes tend to be underused in Quake, and I don't really understand why -- after all, they were all over Doom.)
The highlight for me was the pair of E1M5 (Gloom Keep) tribute traps: both of them much more satisfying than the originals that the pay homage to. (The only bit I didn't like was the nail traps, which I always find tedious and frustrating.)
All in all, this is a 5* map.
(I just realised that Matthew Breit is Lunaran, who gave us Concentric Devastation. So he has previous! I don't know Sean Campbell by another name, though.)
Eric Wasylishen's reworking of The Underearth (ad_e2m7) is in every respect a huge improvement on the original. I hope someone, somewhere, is eventually going to compile a big Quake Remixed pack out of all the various tribute maps out there. 4/5, losing a mark for originality.
Sean Campbell is Madfox.
MFX is Madfox.
I heard that this is Quake 2 in a universe better than this one...
Are you saying that Sean Campbell, Madfox and MFX are all the same person?
I absolutely loved MFX's The Crucial Error (ad_cruical, sadly misspelled). It's a base penetration map, somewhat in the Rubicon style, and packed with lovely set pieces. The layout becomes a little confusing in one or two places, but it does all makes sense. I finished with 226 of the 240 kills on Hard -- somehow, 14 of the bad-guys evaded by shotgun -- but only 3 of the 9 secrets. If anything, I seem to be getting progressively worse at finding secrets (or authors are getting progressively sneakier at hiding them). Five stars.
Nah, kidding. Sean = Scampie.
Noel Lacaillade's The Mire (ad_dm5) is supposedly a remix of the original DM5, but it feels to me like a completely original creation. On replaying DM5, I can kind of see what The Mire is getting at, but I would say it's "inspired by" at the very most.
Anyway, this is much better than its source -- a fascinating labyrinth of walkways and plumbing, with some nice surprises and some impressive vistas. I finished with five of the seven secrets, but missing so many kills that I think there must be a whole extra secret area, like the hidden base in Adamantine Cruelty. My guess is that it's behind the silver-key door; but since I couldn't find a way to get the key out of its cage in the heat-sink pool, I don't know. Anyone prepared to offer a hint?
Anyway, well worth 4/5.
Anyone who's not played the so-called "test" maps -- I highly recommend that you fix that! I've only played one so far -- Sock's Smash and Grab (ad_test1), but it's fully worthy of its own release as a playable Q1SP map, and I'd judged it as worth four stars.
Are the purple keys always secret? Anyone found one yet?
Are the quads nerfed for anyone else - on Fogbottom for instance, I must have picked up at least 5 but they run out instantly.
Jonathan, quads are working for me. What engine? Tried with patch 2 applied?
ericw, I was playing the original release with a just-behind-the-curve QuakeSpasm on Mac. I'm now patched up and playing with the latest QS, I think I was still having that problem (loaded a quicksave) but I'm not sure. I want to go back and replay the level now (I quicksaved after leaving the level but hadn't got the purple key or any of that stuff) so I'll see if it still happens. I didn't notice it on any other level.
Cool, I use Mac QuakeSpasm too.
If that quicksave was made with before applying the AD patch and loaded afterwards, it probably won't load correctly, so starting ad_swampy from the beginning will work, hopefully :)
MFX's Rotation and Exploration (ad_test3) is another lovely level, well worthy of 4* in isolation, and it's ludicrous that it's hidden away in a "test maps" area that a lot of people won't bother with.
Sock's My Precious! (ad_test4) actually is a test map -- just a small arena where you get to figure a bunch of golems and statues. Enjoyable, but not with a lot of replay value.
Same goes for Sock's Welcome Theseus (ad_test5). It's a fun blast, if you like hordes -- and I do -- but basically a test map. Which is fine, as that's what it's advertised as.
Oh, and I forgot to mention: Wraith and Minions (ad_test2), also by Sock, is another arena-combat test map. Again, well worth playing, but not one that you'll come back to over and over.
(I can't believe how much work Sock got through for this release!)
Yet another so-called "test" map by Sock, Arena Town (ad_test5) is a great blast, alternating exploration and secret-finding with crazy arena combats. It's another map that, had it been released on its own as a regular Q1SP, would have been well worth 4* or maybe even 5*. (I found 118 of 120 monsters on Hard, and the sole official secret; but there are a bunch more secret-like places that are not registered, and I don't know if I missed some of those.)
Sock yet again, this time with The Skull Wizards Manse (ad_test7) -- another test map, but one which feels intermediate in flavour between the arenas of tests 2, 4 and 5, and the fully formed levels that are tests 1, 3 and 6. An enjoyable blast, and a nice bit of training for dealing with the wizards. I found these really tough when I first encountered them, in the pack's main maps, but they're a lot easier to get to grips with once you figure them out. (I guess that's true of most monsters.)
Gaunts and Droles (ad_test8) is by EricW -- finally, poor Sock gets a break -- and consists entirely of a tough arena combat with escalating numbers of gaunts and (stop me if you can guess this) droles. Enjoyable enough, but perhaps not really a test that we needed, given that gaunts and drolls have been around ever since Quoth.
EricW's Round and Round! (ad_test9) is an enjoyable little blast, but over very quickly and much too easy. Not much to it, but then it is a test map, so that's no criticism.
Sock's Plasma Burn! (ad_test10) is another arena combat, using much the same layout as the earlier Welcome Theseus (ad_test5) but not departing from ground level. It's pretty insubstantial, but at the same time enormous fun in a Doomish kind of way. The plasma gun is a very satisfying weapon.
Sean Campbell's Hangar 16 (ad_e1m1) is a remake not of Quake's first level, but of Doom's. It's pleasant enough, but not necessarily what I'd most like to see the great talents of Scampie used on -- especially as Doom's first level was already Quakeified back in 1998 by DAV.
(Note: this level does not exist in the base Arcane Dimensions pack. It's part of Patch 2, which you can get from https://www.quaddicted.com/forum/viewtopic.php?id=362 if you don't already have it.)
Noel Lacaillade's Per Aspera ad Inferi (ad_lavatomb) is another remake, and for that reason I initially held off playing. But I'm very glad I went back to it. The new version is bigger and more brutal in every way, and the ending -- which, in the old version, I found anticlimactic -- is a huge arena-battle which is truly satisfying to come out of. 4/5, verging on 5/5.
BTW., I finished on 242 of 258 kills on Hard, but literally none of the eight secrets -- an abject performance even by my own standards. I imagine if I'd found some of these, I would have got the rocket launcher before it was too late to make any difference, and that would have made the level more fun. My bad.
I have a few questions - how exactly are the secret in ad_e1m1 triggered? I'm perplexed because I found the first two before, but they won't open anymore. Also what does the 'battery' do in this mod? I'd appreciate if someone could answer these :)
Also, who is Noel Lacaillade? What is ad_lavatomb a remake of?
The batteries are just replacement for the cell pickups, to better suit "base-style" maps i think.
Noel is known as Ionous in the community, his lavatomb remake is from the mapjam6.
IDK about the secrets in doomse1m1for_quake. Check the provided .map source if you are desperate ;)
markdown strikes again...
Fantastic campaign, had lots of fun finding all secrets and runes while blasting my way through hundreds of monsters and enjoying the beautifully crafted level designs. I'm currently uploading 100% Nightmare runs on YouTube, so if you're interested just search for "decino ad" or "decino arcane dimensions". 5/5!
Up till now I had mostly ignored the test maps, so I decided to play through them all today. Good fun. Two things:
Of the maps that had secrets, nearly all of them were unmarked, which was a little annoying, except for the hidden key in "Arena Town." However, there were a lot of tricky areas in that map that seemed like secrets, including the ledge with the grenade launcher that I could not figure out how to access. In fact I played through the whole level with a ton of rockets I never had a chance to use! The layout was strange--it didn't seem necessary to visit every area to complete it; unusual, but enjoyably exploratory. The restart portal was useful because of the tricky ammo situation (the shells in the starting corridor stopped respawning after a while, which I'm not sure was intentional).
What exactly is ad_test12? My guess is that the test hub was designed around the idea that there would be 12 test levels but one of them was scrapped after the fact.
@Lane Powell, the test maps were designed as a way to check that all the new features were working properly every time I did a release for the team. They are designed for specific tasks, full of weird setups and were included as a resource for community mappers only. Some of the maps are even complete sections of game play because a square box is often not enough to test things.
I know lots of people keep treating the test maps as legitimate content, but I did not want to create a special devtool release, which is why they are included with all the source maps and editor configs.
PS. Testmap12 never existed, its just an empty slot!
Thanks for the info, sock!
A new standard for Quake mapper tools and gameplay. The amount of work done by Sock and the AD team is just absurd. I feel this breathed some new life into 20 year (at the time) Quake!
I hope this becomes the base for future maps over both Quoth and the Drake mod. I mean no offense, but overtime I've found the majority of the content in those mods so uninspiring on so many levels that I've skipped a good deal of maps with the "quoth/drake" tag on them, especially Quoth; AD feels exactly the opposite in every sense. There're some Quoth monsters included here, but thankfully not those I consider the worst of the roster. Also the Quoth map style is absent here, meaning no more pointy structures and endless stacks of bookcases everywhere.
Going a bit off-topic there, sorry. I'm currently on the room full of spinning saws on the Necromancer's Keep, and boy I'm on edge, rarely I've seen so many traps in a single level. Overall, this is an outstanding pack, and I'm really looking forward to play more maps based on this beaut. So much in fact that it's gonna be pretty hard for me going back to any standard Quake map no matter how great; things won't be the same without this.
Seeing as there're a few monsters from the official mission packs (actually, I believe only the wraiths and the stone knights from DoE), I only wish they had included the floating spike mines from SoA. It's a pretty dangerous (and kind of gross) enemy when placed on the proper spot, ideal for ambushing players, but then again it's quite possibly the most underrated Quake monster ever; I've never been able to figure why the vast majority of the mappers completely ignore it. Hell, even rottfish appear way more often and they aren't nearly as threatening.
Oh, and BTW, 5/5.
Not sure if that is technically correct, since the underlying code for those monsters have been rewritten from scratch, and at least some of them behave a little differently (someone correct me if I'm wrong). So criticism (or praise) directed at Quoth monsters might not apply to their AD counterparts. Unless, of course, you're purely talking about visuals.
Also, if I may be a little pedantic, what you refer to as "the Quoth map style" sounds more like maps using the Knave texture set or built in the style of Contract Revoked; the two might be historically connected and many Quoth maps are in fact built in this style, but they're not the same thing. Just off the top of my head, Moldy Tower, Metal Monstrosity and Plumbers Don't Wear Ties (But They Do Carry Shotguns) are three Quoth maps that have nothing to do with the style you refer to -- and I'll wager that applies to the majority of Quoth releases. I don't wish to detract from the discussion of Arcane Dimensions, and I hope it does not sound as if I am attacking you, which I'm not! I just would not want you to miss out on some fantastic maps simply because you're not a fan of one particular visual style. :)
Arcane Dimensions is awesome.
But Quoth is awesome, too.
"I hope this becomes the base for future maps over both Quoth and the Drake mod. I mean no offense"
I have always wanted to modify or change the Quoth monsters, but sadly the QuakeC has never been released. The only monsters in AD using Quoth models are the Drole, Guant and Voreling which I did asked Kell permission to use. The Gameplay code is written from scratch so there is slight differences, but I tried to make them faithful. The soldier and enforcer upgrades are based on new models and different code. The Pyro model+code is from Rubicon2 codebase.
There is no monsters or code from Drake in AD. I cannot stress this enough as so many people keep saying this. The Drake MOD is really a vehicle for Tronyn/PM map packs, I don't think anyone else uses it for their own projects. I did borrowed a couple of shotgun sounds from Drake which I believe were originally from Doom.
The AD mod is about being open QuakeC source so that anyone can modify and re-use the code easily. I also wanted the mod to be a mapper friendly toolbox with plenty of new features and options to play with. Finally the mod is a bridge between Fitz and DP engine communities with features that switch around based on what engine is running.
Style wise I don't think AD has one, I really wanted it to be about features rather that specific looks. I sorta expect AD maps to have breakables, use new monsters, try out minion spawners, play with particles, drench maps in ambient sounds and surprise the player with trigger fading fog!
There are many new features in AD that I don't think are really obvious, but I do believe they add to the overall style of Mod: * Many new monster types (20+) with new game code and behaviours * Full compliment of monsters for different styles (base and medieval) * Respawning enemies that appear from summoning type creatures * Monsters that understand and interacting with breakables * Full gib system with unique models for most enemies * Easy to use bmodel breakable system with plenty of default setups * Particle system that automatically works for Fitz and DP engines * Debuff system for poison, flame and bleeding special attacks * Massive collection of new trap entity types to surprise the player * Greatly extended train and path_corner system for minecart fans * An extensive RPG ammo resistance system (with many new surprises) * Entity state system which can change any entity between off/disable/on/reset states * Triggered and fading fog support to change throughout a map * Tons of ambient sounds to bring any map to life * Most original ID items remade with better UV/Skins * All QC source files included so that anyone can understand how it works!
There is even a huge amount of documentation (readme file) and sample test maps, but I do agree they could have been presented better!
The AD mod is about being open QuakeC source so that anyone can modify and re-use the code easily.
Let me offer a big round of applause here. In my day-job as a programmer, I've been advocating for open-source software for more than two decades. In my evening job as a palaeontologist, I've been advocating for open access to published research for the last few years. It's just great to see the same principles applied to mapping toolkits like Arcane Dimensions. Go, Sock!
I have only one quibble with AD, which I should have mentioned before. I know a lot of people like the remade shotguns, but I find it sad that there is now no insta-hit weapon, that strikes where it's pointing at the moment when you pull the trigger. That was what made the shotguns unique in Quake.
"I find it sad that there is now no insta-hit weapon"
The core design of AD is projectiles are king!
I know there are exceptions (Shambler, Fire Wraith and Lightning Gun) to this rule, but I think the Shotgun is better for being projectile. Its about skill (leading fire), pellets can properly hit multiple targets, projectile shotguns do more damage, the player has a special power up linked to spread patterns and seeing the pellets travel makes it psychological feel more powerful!
The player already has projectile leading with Nailguns, Rockets and Grenades. The idea of leading targets is not an alien concept to the Quake universe and the whole point of Mods is in the name "Modification", its about doing things different. Why keep everything the same when you have the original game to play with already! :)
PS. Can someone please fix the formatting on my last post above? It really is frustrating that there is no preview/edit on text entered.
Are you going to import any nehahra monsters into AD, such as the Baron?
Well, Sock, I'm not going to press the point: when AD contains 50 things that I love, picking on the one that I don't would be mean-spirited. At any rate, you're right that the lightning gun remains, so there is one insta-hit weapon left in the game!
But sure you're not going to tell me that the riot controller doesn't feel psychologically powerful? :-)
@Yhe1, I have no plans to implement any of the Nehahra monsters into AD. If you are wanting a monster like the Baron then I would recommend using the Fury Knight, as it has very similar attacks.
@MikeTaylor, I played with the idea of the projectile Shotgun since the beginning of the Mod and I knew it would polarize everyone's opinion because its such a big change. Ultimately a Mod is about changes and the fact that it has got this kind of reaction means it was worth doing! I believe the features that we love or hate about games are the one's that will be remembered!
I very much like that the levels in the AD package are multi-themed. Despite the fact that some of AD's features are very distinctive (including the projectile shotguns, which are fun to use), it feels like a sort of tribute to the whole Quake modding scene up til now. Part of this is because it used models and ideas that appeared in older Quake mods (such as Quoth), but also because of the distinct themes and atmospheres of the actual levels, with QUALITY being the only consistent feature (aside from particle effects and breakables). With that in mind I don't think an AD Knave level would be amiss.
As for Quoth, it's a great mod, not as impressive by AD standards but it's not a competition. I didn't like Quoth's bestiary 100% at first but I've warmed up to the parts I didn't like a lot after having grown used to the monsters. I'm actually making my first map for Quoth because it has some things I want to use that AD doesn't have afaik (don't worry though, I'm not using Knave textures). But (God willing) I hope to map for AD in the future, as well as at least one other mod.
P.S. Hating on Quoth monsters but praising the annoying SoA spike mine things?? That's obscene :P
"I don't think an AD Knave level would be amiss" ad_test7 baby!
"I'm actually making my first map for Quoth because it has some things I want to use that AD doesn't have" I am really curious to know what feature(s) of Quoth you are using. I don't want to clog up this release thread, so please email me (email address on my website) so I can find out! :)
@Sock To be fair, I don't think the projectile shotgun has really split opinion: everyone except me seems to love it! (And even I really like the new gun; it's just the loss of the old one that I lament.)
This is so good. I guess I'll go as far to say this is the best quake mod I've ever played. So much of both quality & quantity. I really wish there were more hints for the runes to collect as well as a way to know if a level has one or not. They are really pretty impossible to find ( spent hours looking for the blood key!).
@decino Thanks so much for your awesome playthroughs online, I had actually been using them to find the runes I couldn't find! Very helpful.
Is there any way to leave the test map area and return to the first hub? I have 4 runes and still looking how to access the final boss.
Thanks so much for making such a great mod, makes me want to look into modding for it. :)
@Blob (Spoilers ahead) Once you have all four runes a teleporter underneath the startmap changes its target and leads you to the credits map. Check the platforms in the startmap for clues.
There is currently no way out of the testmap hub, you'll have to start a new game.
Glad you liked it!
Watch out for the new and fresh AD1.5 coming soon.
Oh that's cool, I kept a save with the four runes with access to the hub I'll just go back to that Thanks :)
Your swamp map had probably my favorite mood & gameplay of the batch mfx, great job.
MFX's swamp map made me realize that Quake is missing an strong underwater monster. I think something like Blood's Gill Beast would do wonders (fast in water, slow on land)
Helping the ghost of Firetop Mountain was such an honour!
That is truly among the most amazing episodes.
If you have no idea on what I am talking about, play Firetop Mountain again ;)
But where do I find the bloody Skyline Key?
Hi! I'm a quake 1 speedrunner and I am new to these forums. How do I get show_speed to work on this mod with the quake spasm engine. I am looking to speedrun this game.
I'm... mixed in my opinion of AD. The map design is genuinely very high level - I should join in on the praise of Foggy Bogbottom just for the evocative nature of the design, especially the opening section. On the other hand, and this may be a reflection on me, I found that I can get terribly lost in the big maps, and unable to work out what I'm supposed to do next - I'm currently stuck in the aforementioned Foggy Bogbottom without a silver key, and having basically traversed all of the map I'm aware of multiple times trying fruitlessly to work out what I haven't done. Some hints or anything would be nice, in the readme or otherwise....
The problem with Foggy Fogbottom might be that it's too interconnected for its own good. It's a visually complex map with a lot of openings that don't always allow you to traverse one or both ways. It's considered to be a good practice in the retro FPS communities, but, like many good things, it can be overdone.
OTOH, finding the rune was a satisfying reward for running around feeling overwhelmed.
I can't get this mod to run for the life of me. I've followed the readme instructions but when I click onthe quakespasm.exe shortcut in my "Ad" folder it runs Quake Spasm without the mod. Help!
The "Target" field in the shortcut's Properties should be something like this:
C:\Users\username\Desktop\Quake\quakespasm.exe -heapsize 256000 -zone 4096 -game ad
(Note: It doesn't matter where you put your Quake folder, I think.)
Make sure the ad folder is in the same folder as the id1 folder and Quakespasm. Also make sure that the ad folder is named the same as what's after "-game" in the shortcut's target. Since the zip file is called "adv142final" it's possible you need to rename the unzipped folder "ad".
@aoanla bit late, but here is the SK in ad_swampy: https://youtu.be/ZJyNNMk4jx0?t=429 (rewind as needed).
I'm having the same problem Matt is having and I have followed Lane's advice. The advice about the target field I followed, and it didn't work as it notified that the name is "invalid."
@Matt and @Revok Try this guide I wrote, hopefully it will help! http://www.simonoc.com/pages/ad/doc_install.htm
@sock So far I have AD sorted out as how your instructions have, however the target line is something I'm still having problems with.
Apparently "C:\Program Files (x86)\Steam\steamapps\common\Quake\quakespasm.exe -game ad" is an invalid target.
Not to mention, I also have Darkplaces organized as well.
@sock I actually got it, though I have a new problem now:
"W_LoadWadFile: couldn't load gfx.wad"
What have I done wrong?
@sock Wait, I think I got it definitely.
I just replace the entire target line with "quakespasm.exe -game ad"
So far I managed to start up AD.
I'll keep posted about any potential problems.
Pardon my noob-ness in Quake modding.
@sock Wait, I think I got it definitely.
I just replace the entire target line with "quakespasm.exe -game ad"
So far I managed to start up AD.
I'll keep posted about any potential problems.
Pardon my noob-ness in Quake modding.
@Revok You don't have to apologize for being a noob, we've all been there too at some point in our lives.
Oh look how edgy, someone voted this 2/5. Your mother must be proud of you!
"Space bar to load the nextmap" Umm, more like Jump key, Daz, not everyone uses Space to jump. BTW Sock, why did you modify the map change behavior? Pressing Fire was too obvious? ;) It got me confused for a while until I read this thread.
Not rating this yet, I want to install all the HD content for AD before playing it, plus right now I'm in the middle of replaying SoA in HD. I've only tested the E1M1 remix and it's pretty solid, but I didn't like that Scampie added doors everywhere. Was it an issue of the enemies' line of sight making them attack prematurely? If so it's understandable. He did quite a good job at reimagining the secrets, though we could use better clues. I laughed at "Where did the button go?" (or something like that) and this one was pretty much obvious, but I've scratched my head for a while on how to trigger the secret in the room with the slime and the zigzag pathway. The final secret before the exit was quite puzzling too. Some kind of indication wouldn't hurt, like for example a "One more to go..." message so that you can understand you also have to hit the monitor behind you. After hitting the hidden door to no avail, I thought its location was changed, tried to find it by eye and logic and eventually had to resort to watch a playthrough after unsuccessfully ending up hacking away at every bit of wall between me and that rocket launcher, which is never fun. Subtlety is one thing but this is perversity.
I do have a couple of issues with the projectile SG: as someone said on the Func_Msgboard page, seeing orange pellets fly is somewhat weird to say the least. A normal metallic color would be more adequate, even though it would reduce their visibility (idea: adding a few white or grey particle trails instead would be a much better solution IMHO and probably not much extra work). Also, the pellets are waaayyyy tooooooo sloooow. I realize it's for dodgeability reasons but it just shatters immersion. Humans are not supposed to be able to dodge bullets/pellets, anyway. Evade the shot, yes, with some luck, but dodge the projectiles once they've been fired? Not so much. I might just revert back to the regular SG, though it does look much better with actual projectiles (even if they're orange!).
@Quit your BS Easy pal, everyone is entitled to their own tastes. I think if the dude wanted to troll he would have rated it 0/5, not 2.
This used to be 1st and 2nd in user ratings. What the hell happened? I now have to rate it 5 even if I haven't finished it.
Not if he wanted to be less obvious.
@sock For AD 1.5, since test map 12 doesn't exist, why not use its teleporter to go back to the main hub instead? It's pretty stupid that you can't go back once you're in the test hub IMHO. Also, any thoughts on my criticisms of projectile shotty? I think they do make sense and implementing my ideas (faster pellets and particle trails instead of orange pellets) would improve it significantly.
@MikeTaylor This is not Quake, but... https://m.youtube.com/watch?v=VE8OhYrkYoA
@bfg666 -- that's hilarious!
@MikeTaylor Heh, I thought you might enjoy it. Incidentally, Firetop Mountain was my very first Fighting Fantasy book.
@FacilisDK If you're still looking for that skyline key, look around for a passage at the top of the very first elevator.
Ok, so I'm not changing my mind about this pack at all, it's still an amazing piece of work in my book, but... the reward (if you can call it that) for getting all four runes was really disappointing. I really don't know whether I was expecting to see another huge map or maybe a small one with a brand new boss fight, but man, all that time spent gathering all those fiendishly elusive runes, just to get, what, some kind of credits map? Meh.
It's a very pretty credits map.
Not entirely devoid of gameplay too.
OK, so I couldn't wait for all AD maps to be HDified and gave this mod a go. Wow... just... wow! This is incredibly impressive work on all accounts.
Firstly, the mod itself is brilliant. The new gameplay mechanics rock all kinds of awesome! I especially enjoy the breakables and hope that they'll be used in many more maps to come. This feature alone should make AD mandatory for all mappers, even if they don't wish to use any other AD stuff.
I love the shadow axe but I just wish its model had a double-sided blade. Also, the edge of the blade looks overly bright, like it wasn't blood but the metal itself overheating or something, but I found no indication in the readme or in-game that this is the case. In terms of look, I'm not too fond of the widowmaker either with its bulgy muzzles. The return of Doom's plasma gun is great but I wish it was a new weapon in its own right. Its handling and tactical use are much too different to simply be an upgrade/replacement to the LG. I'd like them both to be usable at once, like the GL and RL.
The new monsters are good for the most part. The Wraith is a pain in the ass just like Doom's Archvile was, but sometimes a little masochism doesn't hurt... ;) I do hope, however, that with time all Hexen monsters will be replaced with original models, as well as Edie (Q2 really shouldn't mix with Q1 IMHO, except in Q3A/QL/QC where it makes sense storywise). Also, the Zombie Knight shouldn't be a zombie at all, as his behavior is too different from the regular type. He's just too fast and agile to be a Quake zombie.
And then there's the maps... Oh my Shub! There are no words to do justice to such a level of quality. I haven't tried them all yet but those I've played so far are almost flawless. I'll review them individually in subsequent posts. One very obvious thing that most AD maps have in common is that combat is a lot tougher (but not too tough) than in the original id episodes, which isn't a bad thing considering Grandaddy can feel a bit like a walk in the park nowadays.
My only real complaint regarding the maps would be that some secrets are way too much of a headscratcher to figure out how to access, even when in plain sight. This is a rather recurrent design flaw in modern Quake maps, by the way, and I think mappers should be more careful about giving hints, or at least include a secrets walkthrough readme in the archive.
I recommend using QRP with this gem of a mod, complemented with the additional packs found in Talisa's texture thread over at QuakeOne. Not every texture is HDified yet but the rest will come eventually. I know some people don't like using hi-res textures in Quake, but the more detailed architecture in this mod calls for it and fully deserves it. 5/5
I think the fact that it glows in the dark is a pretty good indication that it wasn't supposed to be just blood.
But... there's no Edie in AD?
Crucial Error: I'm usually not a fan of base maps but this one is definitely a must-play. Huge, gorgeous, ultra-detailed, intricate, non-linear... it has it all! I found it had something of a Q2 flavor in its design. Difficulty progression is well-balanced, starting somewhat tame and steadily increasing until a tough final fight at the endlevel teleporter (damn those pesky Jim drones!). Some great ambushes, like that memorable first VERY up-close-and-personal surprise encounter with a Pyro. I didn't know I could breathe napalm!
On the negative side, due to its extreme intricacy and lack of overview or distant line of sight, the player can feel a bit lost at times and it takes a while to learn the map and remember which path leads where. Also, due to the fact that they only appear once the quest has been triggered, one can have trouble figuring out where to get those damned cards to fix the computer. I searched forever for them, unsuccessfully looking everywhere for doors or passages that I might have missed, before realizing thanks to a video playthrough that they popped up in remote places that I already had cleared and therefore had no reason to visit again. This is a "crucial error" of gameplay that costs the map one point. 4/5
"But... there's no Edie in AD?" Umm... my bad. I've been playing a lot of different mods recently, including some that use the Jim/Bob model along with Edie, and this was a mix-up.
Obsessive Brick Disorder: I've never played the original Backsteingotik so I can't compare, but OBD is genuinely outstanding. The abundance of wind tunnels can make it somewhat disorienting at first, especially considering the lack of variation in textures used throughout the map, but you get the hang of it eventually. Contrary to many maps with a similar lack of texture variation (did someone say Knave?), this one never gets boring thanks to its architecture. That's an impressive feat to say the least!
Combat is good if a bit too heavy on basic Knights and weak Guards, consistent and with a few ambushes in relatively close quarters, like that Shambler on a descending platform that got me a good sweat.
The only downside is that headscratcher thing I mentioned earlier: half of the secrets are much too hard to find and/or trigger and even when noclipping through the map, I still wasn't able to find one of them. WTF? Still, brilliant map. 5/5
Necromancer's Keep: Another example of an otherwise great map with some impossible-to-find secrets. I found 2/3 of them in regular playthrough, 2 more via noclipping but the last 2 still elude me. Double WTF? And what's the point of hiding useful goodies in areas inaccessible without cheating, exactly? They don't even count as secrets. BTW, [SPOILER] how does one shift the first altar just behind the gold door? I know there's a switch under it that most probably triggers one of the 2 secrets on the sides, but I can't find a way to move that damn altar! [END SPOILER]
The starting "room" with the Blood reference (was that intentional or just a coincidence?) made me chuckle, the cave parts made for nice variations in environment and though I'm usually not a big fan of sealed arena combat, I found the one outside near the end (storywise, but near the beginning locationwise) quite exhilarating. The final fight in the library tower was most enjoyable as well with its successive stages and sense of progression that felt a bit like a game within the game (anyone remembers Kung Fu Master?) Another highlight was the fight in the gold key room. Putting cover in the form of breakable walls in there was a stroke of genius that added extra tension by making the fight evolutive. 4.5/5
Place of Many Deaths: A very nice, detailed, interconnected and non-linear castle map with, again, 2 secrets I was unable to find even when cheating. It might have benefited visually from a less overused stone wall texture (I think it's the one from E1M2), but it's not too harmful as it is.
Relies slightly too much on monster teleport (come on, what are breakables for?) and does it almost systematically when you pick up a valuable goodie. The worst is the quad: you think picking it up is gonna help you cut through enemies like butter but it's literally wasted in the subsequent fight against an absurd amount of scrags and their friends that suddenly decided to throw you a party (and grenades) for finding it. The spider trap at the sharpshooter is pretty vicious. Good vicious. Final fight is tough but manageable thanks to the many covers and the open arena that allows you to go back for health. 4/5
Firetop Mountain: A surprisingly smaller map than the rest, this is yet another masterpiece, mostly thanks to its narrative. The ghost inviting you to follow him is a pretty neat idea and I've had a lot of fun following the knight's tale. Objectively not a very original tale but still, it's refreshing to see these things in Quake. However, I have doubts about the map's replay value precisely because of its story-driven, more linear nature and smaller size.
The monsters systematically popping out of those cells "hidden" behind very recognizable breakable walls soon felt like an unrealistic, forced gimmick until I read in the readme that the place was supposed to be a prison. It would've been nice to know that beforehand, maybe via an introductory onscreen text or breakables that actually looked like prison doors and not decorated walls - how do the jailors feed the prisoners, BTW?
Also, this map has tons of hidden stuff but only one counting as a secret. This should be fixed, as it prevents the player from knowing if he found everything.
One final word: the fake startmap area at the beginning was cool and funny but slightly detracting due to its meta nature screaming "hey dude, this world is a videogame!" right in your face. 4/5
Per Aspera ad Inferi: Another gorgeous temple map, right after playing Koohoo, how lucky am I? This one though couldn't be more different from Koohoo with its less cramped, much more spacious design and its more european fantasy type of architecture with celtic patterns and St John's crosses all over the place and impossibly high ceilings under an alien bright orange sunset sky. I liked how distinct the layouts of the two main temples are from each other, all the while retaining a similar visual style. Detail is top notch as well, except perhaps on the facades of the temples that could have used some more.
The only real visual hiccups IMHO, though minor ones, are 1) the lava texture: why make it so bright? It would be better with a redder tone; and 2) the cliffs surrounding the plaza: they look much too blocky and could use Trenchbroom's powerful vertex editing tool to give them a more natural shape. Some cracks, ledges and overhangs wouldn't hurt either and would break the repetitiveness of the rock texture.
The outside plaza is a nice touch and makes for an epic final horde fight. The sealed off area is not really a problem since you have enough room to manoeuvre between the enemies. Combat is solid overall but classic, with nothing unexpected ever really surprising the player, except perhaps for that very first ogre.
Kudos for the balance of secrets: none of them is too hard to find and I got them all without having to resort to noclip. One question though: is there a "normal" secret passage to the quad? I had to rocket jump from the brasero to reach it. Also, this secret is only triggered when you walk along the left side ledge (I mean left when facing the plaza). The author should make the trigger cover the whole platform. 4/5
Alright, this is all I've played so far. Now on to the remix maps and what everybody agrees on being the star of the show (which is why I saved it for last), namely Foggy Bogbottom. To be continued...
You have to perform a slope jump on the plank of wood that is close to that little lava hole. Enjoy ad_swampy!
@Bloughsburgh Thanks, I didn't think about trying that. The rocket jump thing works too, tough it's a bit tricky to get it right.
@Bloughsburgh Also, I saved the quad for the final horde fight that I had a feeling was coming up and by then the plank had disappeared, probably dislodged by the earthquake.
Ogre Bastille: A great remix map, on par with Gloomier Keep and The Slipgate Triplex. I love the more medieval architecture and texturing and the enhancements make it more interesting. I miss the large platform descending into water when you step on it, though, but the secret put underneath instead is pretty cool. Some monsters (the 2 fiends at the bottom of the ditch and the shambler in the gold key room) seem to have disappeared in this version but it may be because of the skill setting I chose. A lot of stuff hidden behind all those locked doors make for nice exploration. A pity they don't count as secrets. By the way, when you face the citadel entrance, is there a way to get to that ledge on the right? I need to get into that room in the far upper right but all accesses to it are triggered from the inside. I can see a shootable button in there but I can't figure out what it does.
Aaaaaarrrgh! I wasn't finished! Stupid phone who thinks pressing return = submit instead of line break! Oh well, I guess I can kiss my text formatting goodbye. The only thing I have left to add then is my rating for this map: 5/5
The Underearth: Another excellent remix map, almost as good as Ogre Bastille. There seems to be a little less new areas, though, but that may be just an impression. Like OB, the more medieval theme suits the map perfectly. I love the cathedral-like arch-buttresses that support the "outer" walls, nice touch. One thing I liked a lot less: a couple of pointy doorways that look very 1996, I would've preferred them reshaped in a more detailed, gothic fashion, like the window frames.
Combat seemed good but I'm gonna have to replay it in a higher skill setting: it was quite easier than in the other AD maps. It was refreshing to see a map not end with an epic arena fight for a change, as it seems to be a recurrent gimmick in AD and many other modern maps. The quad in the first room after the wooden pipe (the room with the ogre crusher in the original) shouldn't have counted as a secret IMHO, as all it takes to grab it is to open a very much non-secret and unlocked door. Conversely, I wasn't able to figure out how to open the sort of library room with the skull wiz underneath the stairs. The LG secret was excellent. 4.5/5
Just replayed Underearth on hard, it's still a little easy. I guess I'll have to play it on nightmare. And no, I was right, there are less new areas than in OB. Still a pretty cool remix.
I can't find the entrance to Ogre Bastille in the start map, I can only get to it by typing 'map ad_e2m2' in the console. Am I going mad, or is there another way to get there?
The 4 remix maps' entrances are on the ground floor. Check in the corners, the teleporters are inside holes in the ground.
The Mire: I wasn't very familiar with the original DM5, since back in the day I didn't have any internet connection, so I wasn't sure what to expect. I first wandered around the original map to see what's what, then I ran the new version and boy, what a beauty!
It's basically a whole, huge new level, with only the very end section replicating the original. The wow factor is very high in this map, strongly reminiscent of Honey with its breathtaking vertical perspectives and its fog. The turbine adds a nice steampunk flavor to this otherwise medieval map for a very peculiar result rarely seen in Quake. I almost expected Warhammer dwarves to show their sturdy mugs! In a way, I kinda got them with some hammer ogres to reduce to pulp.
Combat is good and steady but the focus is on exploration and the magnificent design definitely makes it worth your while. The inclusion of the original DM5 almost seems odd due to its contrasting, more cramped design in comparison to the vast vertical spaces of the main map, but it makes for an intense final fight with less room to manoeuvre around tough enemies. I don't know how long Noel Lacaillade has been on the scene, but his two entries (this and Per Aspera ad Inferi) most definitely make him a mapper worth checking out. A masterpiece! 5/5
@ bfg666 Thanks! I can't believe it. I've had AD for nearly 3 months and played it several times, but somehow, I've managed to completely miss the entrances to Ogre Bastille and Hanger 16! Even when I was looking for the entrance to OB I still missed it. Two more levels to look forward to, I guess!
You're welcome, Thedboy. Have fun with OB. H16 is pretty cool too but trying to trigger the secrets may puzzle you if you think along the lines of the original E1M1.
Install the patch too @ everyone! More maps and bugfixes.
very kool singleplayer campaign . next one please
I had to use Darkplaces to get this to run.
Looks good so far. It's how I wanted Quake 2 to look.
@Quake lover Which engine do you usually use?
@bfg666 I usually run Darkplaces but I downloaded the last Quaskspasm (0.92.1) and did a fresh install with just that and the mod, but every time I try to run it I get 2 unknown command errors: "ruseportalculling" & "clbeams_polygons"
I used both the 32 & 64 bit versions and the OS I am using is Win 7 64-bit.
After some tinkering with Quakespasm, I used a fresh install of Darkplaces with the mod and it loaded fine.
Those are Darkplaces commands. They aren't supported by Quakespasm, but they also aren't needed in Quakespasm.
@Quake lover I guess you copy/pasted your config.cfg straight from your DP install into QS, right? Remove those commands and it should work fine in QS. You got it to run in your engine of choice so that's cool, but I've read about some AD maps not working very well in DP, so if you have bugs switch to QS, as AD has been made primarily for this engine.
@ dwere @bfg666 These were fresh installs so the configs are all new; nothing is copied from Darkplaces. Oddly enough, I found those two commands in the quake.rc file that is in the AD folder. I commented those lines out and no longer get the unknown command errors, but Quakespasm is still not going past the terminal. I wonder if the download was altered at some point?
I suppose those two commands aren't the problem then, something else is preventing the game to start...
@Quake lover: Quakespasm doesn't play demos by default. My guess is everything is working fine; just start a new game.
... as in, load Quakespasm with game -ad, and start a new game or type "map start". Seeing those unrecognised command messages in the console is normal.
I wonder if the newer version of Quakespasm is incompatible? I tried finding 0.91.0, but all I can find is the latest: 0.92.1
Okay. "map start" worked. I threw me off since it didn't go to the main menu. I'm used to seeing a menu with black background if there is no demo. Thanks!
You're welcome. :)
I've just checked and these unknown commands show up in my QS console too, but they don't prevent me from playing the game. Like Icant said, just start a new game. There's no reason it shouldn't work. BTW, make sure you've also installed the patch for AD, it contains 2 extra maps.
Oops, didn't see the last posts, sorry - they were made while I was typing mine...
@ bfg666 That's cool. I installed the patch as well. Quake's a long-time favorite of mine as it came out when I was in high school, but it's been awhile since I've played with mods, so I'm a bit rusty. I just got a 144hz monitor so I've been having a great time going back to some of the classics, playing them as they were meant to be play. I'm quite pleased to see the Quake modding community is still quite active :)
The map ad_lavatomb.bsp won't load when I go to the portal. Impossible to play that map with GLquake? Thanks.
GLquake? You're still using that outdated thing? Try Quakespasm or Darkplaces instead.
Sorry for maybe stupid question, but in Obsessive Brick Disorder I found a suspect place behind three tubes at very start of level. It is accessible with grenade-jump only (grenade launcher found) and contains a button that "unlocks armory". What area does it mean?
this might be off, but is there a way to browse specific maps? e.g. built for Quoth or AD? thx.
nvm, quoth maps are tagged.
Please check out the latest patch! Absolutely amazing.
Please check out the latest patch! Absolutely amazing.
Can't load the game with DarkPlaces :-( I have WinXP.
PLEASE HELP! :-(
Only I can tell one thing. AMAZING, or.. AWESOME, or.. INCREDIBLE... My God! Thanks Thanks Thanks a lot for this Arcane Dimensions. I'm enjoying a lot. I'm a fan of Quake I. The real Quake game (not second version or III version that it was horrible) Quake I has the essence of the game, and Arcane Dimensions is for me a pleasure to play with it. Thanks a lot for this incredible effort. And please, if you can, continue working on it!
Per aspera ad inferi - quite a bad bug makes it unplayable for me. There is a room with closing bars you get trapped in with zombies. After killing them, one of the walls is supposed to explode and the bars open. Thing is it failed to do this to me and i got trapped in an empty room with no way to get out except noclip. I watched a video of the level on youtube and the same happened to the guy who posted it. He had to abandon the game, go back (to a previous save) try again and by magic, it worked second time for him but when I tried it, it didn't. Please sort this out, otherwise fantastic design but this bug is an issue.
In a word, perfection. This mod is what made me return to Quake after many years and inspired me to even begin making my own maps. It feels like a true sequel to Quake 1 in that it enhances every aspect without making it feel like a different game. If you are a fan of Quake AT ALL then you owe it to yourself to play this. It's a MUST PLAY in every sense of the word. Quake's true sequel!!
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Did you read the file's readme?