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Screenshot of ad_v1_50final
Author:sock, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach, PulSaR, necros, others
Title:Arcane Dimensions 1.50
Download:ad_v1_50final.zip (7136f21ff40122ca962d24982053a371)
Filesize:211157 Kilobytes
Release date:03.12.2016
Homepage:http://www.simonoc.com/pages/design/sp/ad.htm
Additional Links: Func_MsgboardDev KitPatch 1
Type:Partial conversion
BSP: ✔ • PAK: ✘ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
ad_quake.def268 KB30.11.2016
ad_quake.fgd95 KB30.11.2016
ad_v1_50_readme.txt172 KB03.12.2016
dplights.cfg1 KB26.02.2014
dpsetting.cfg1 KB29.08.2015
effectinfo.txt131 KB01.11.2016
gfx/bigbox.lmp6 KB30.12.2012
gfx/community.lmp1 KB15.02.2013
gfx/complete.lmp5 KB29.12.2012
gfx/conback.lmp63 KB14.06.2016
gfx/conchars.lmp17 KB14.06.2016
gfx/env/adgreenskybk.tga1485 KB28.11.2015
gfx/env/adgreenskydn.tga1529 KB28.11.2015
gfx/env/adgreenskyft.tga1665 KB28.11.2015
gfx/env/adgreenskylf.tga1540 KB20.12.2015
gfx/env/adgreenskyrt.tga1667 KB28.11.2015
gfx/env/adgreenskyup.tga1757 KB20.12.2015
gfx/env/black_bk.tga13 KB06.10.2012
gfx/env/black_dn.tga13 KB06.10.2012
gfx/env/black_ft.tga13 KB06.10.2012
gfx/env/black_lf.tga13 KB06.10.2012
gfx/env/black_rt.tga13 KB06.10.2012
gfx/env/black_up.tga13 KB06.10.2012
gfx/env/interstellar_bk.tga3073 KB28.08.2005
gfx/env/interstellar_dn.tga3073 KB28.08.2005
gfx/env/interstellar_ft.tga3073 KB28.08.2005
gfx/env/interstellar_lf.tga3073 KB28.08.2005
gfx/env/interstellar_rt.tga3073 KB28.08.2005
gfx/env/interstellar_up.tga3073 KB28.08.2005
gfx/env/l_swampn_bk.tga3073 KB12.01.2015
gfx/env/l_swampn_dn.tga3073 KB05.02.2015
gfx/env/l_swampn_ft.tga3073 KB12.01.2015
gfx/env/l_swampn_lf.tga3073 KB12.01.2015
gfx/env/l_swampn_rt.tga3073 KB12.01.2015
gfx/env/l_swampn_up.tga3073 KB05.02.2015
gfx/env/moonhigh_bk.tga1025 KB19.03.2014
gfx/env/moonhigh_dn.tga1025 KB19.03.2014
gfx/env/moonhigh_ft.tga1025 KB19.03.2014
gfx/env/moonhigh_lf.tga1025 KB19.03.2014
gfx/env/moonhigh_rt.tga1025 KB19.03.2014
gfx/env/moonhigh_up.tga1025 KB28.10.2015
gfx/env/moonrise_bk.tga3073 KB13.05.2015
gfx/env/moonrise_dn.tga3073 KB13.05.2015
gfx/env/moonrise_ft.tga3073 KB13.05.2015
gfx/env/moonrise_lf.tga3073 KB13.05.2015
gfx/env/moonrise_rt.tga3073 KB13.05.2015
gfx/env/moonrise_up.tga3073 KB13.05.2015
gfx/env/snowmoon_bk.tga692 KB17.12.2002
gfx/env/snowmoon_dn.tga738 KB17.12.2002
gfx/env/snowmoon_ft.tga616 KB17.12.2002
gfx/env/snowmoon_lf.tga656 KB17.12.2002
gfx/env/snowmoon_rt.tga622 KB17.12.2002
gfx/env/snowmoon_up.tga401 KB17.12.2002
gfx/env/violent180_bk.tga3073 KB26.08.2005
gfx/env/violent180_dn.tga3073 KB05.11.2015
gfx/env/violent180_ft.tga3073 KB26.08.2005
gfx/env/violent180_lf.tga3073 KB26.08.2005
gfx/env/violent180_rt.tga3073 KB26.08.2005
gfx/env/violent180_up.tga3073 KB05.11.2015
gfx/env/voidsmoke_bk.tga3073 KB28.10.2015
gfx/env/voidsmoke_dn.tga3073 KB10.04.2016
gfx/env/voidsmoke_ft.tga3073 KB28.10.2015
gfx/env/voidsmoke_lf.tga3073 KB28.10.2015
gfx/env/voidsmoke_rt.tga3073 KB28.10.2015
gfx/env/voidsmoke_up.tga3073 KB28.10.2015
gfx/help0.lmp63 KB14.06.2016
gfx/help1.lmp63 KB14.06.2016
gfx/help2.lmp63 KB14.06.2016
gfx/help3.lmp63 KB14.06.2016
gfx/help4.lmp63 KB14.06.2016
gfx/help5.lmp63 KB14.06.2016
gfx/loading.lmp4 KB14.06.2016
gfx/mainmenu.lmp27 KB29.12.2012
gfx/p_load.lmp7 KB24.06.2016
gfx/p_multi.lmp7 KB14.06.2016
gfx/p_option.lmp7 KB14.06.2016
gfx/p_save.lmp7 KB14.06.2016
gfx/pause.lmp4 KB14.06.2016
gfx/qplaque.lmp5 KB14.06.2016
gfx/ranking.lmp4 KB14.06.2016
gfx/sell.lmp63 KB14.06.2016
gfx/ttl_cstm.lmp7 KB14.06.2016
gfx/ttl_main.lmp7 KB29.12.2012
gfx/ttl_sgl.lmp7 KB29.12.2012
gfx/vidmodes.lmp5 KB14.06.2016
maps/ad_azad.bsp22589 KB03.12.2016
maps/ad_azad.lit5404 KB03.12.2016
maps/ad_azad.map9326 KB03.12.2016
maps/ad_brk/all_brick.map23 KB06.06.2015
maps/ad_brk/all_glassa.map9 KB06.06.2015
maps/ad_brk/all_metal.map13 KB06.06.2015
maps/ad_brk/all_rocka.map10 KB06.06.2015
maps/ad_brk/all_wood.map9 KB10.06.2015
maps/ad_brk/brick01.bsp8 KB03.05.2015
maps/ad_brk/brick01.map1 KB06.06.2015
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maps/ad_brk/brick20.map4 KB27.09.2015
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maps/ad_brk/brick21.map1 KB16.10.2016
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maps/ad_brk/brick24.map4 KB16.10.2016
maps/ad_brk/brick25.bsp8 KB03.11.2016
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maps/ad_brk/brick27.bsp9 KB03.11.2016
maps/ad_brk/brick28.bsp8 KB03.11.2016
maps/ad_brk/glass01.bsp8 KB23.04.2015
maps/ad_brk/glass01.map1 KB06.06.2015
maps/ad_brk/glass02.bsp7 KB23.04.2015
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maps/ad_brk/glass13.bsp24 KB16.08.2016
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maps/ad_brk/glass16.map1 KB16.08.2016
maps/ad_brk/metal01.bsp8 KB03.05.2015
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maps/ad_brk/metal02.bsp10 KB03.05.2015
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maps/ad_brk/rock01.bsp24 KB23.04.2015
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maps/base_brk/explodebox_2.bsp7 KB11.01.2016
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maps/base_brk/explodebox_3.bsp11 KB11.01.2016
maps/base_brk/explodebox_3.map2 KB11.01.2016
maps/base_brk/glass01.bsp8 KB29.12.2015
maps/base_brk/glass01.map1 KB29.12.2015
maps/base_brk/grate_r1.bsp33 KB29.12.2015
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maps/base_brk/pbt04.bsp18 KB29.12.2015
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maps/base_brk/phk_03brk.bsp89 KB29.12.2015
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maps/base_brk/tech10_2d1.bsp45 KB29.12.2015
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maps/base_brk/tech10_2d2.bsp45 KB29.12.2015
maps/base_brk/tech10_2d2.map1 KB29.12.2015
maps/bmodels/az_chain1.bsp215 KB02.12.2016
maps/bmodels/az_chain1.lit33 KB02.12.2016
maps/bmodels/az_chain1.map95 KB02.12.2016
maps/bmodels/az_chain2.bsp326 KB10.11.2016
maps/bmodels/az_chain2.lit22 KB10.11.2016
maps/bmodels/az_chain2.map145 KB10.11.2016
maps/bmodels/az_chain3.bsp302 KB17.11.2016
maps/bmodels/az_chain3.lit21 KB17.11.2016
maps/bmodels/az_chain3.map108 KB17.11.2016
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maps/bmodels/m_bchains2.bsp82 KB03.08.2015
maps/bmodels/m_bchains2.map42 KB03.08.2015
maps/bmodels/m_bridge1.bsp422 KB12.12.2015
maps/bmodels/m_bridge1.lit47 KB12.12.2015
maps/bmodels/m_bridge1.map118 KB12.12.2015
maps/bmodels/m_bridge2.bsp197 KB12.12.2015
maps/bmodels/m_bridge2.lit22 KB12.12.2015
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maps/bmodels/m_bridge2b.bsp197 KB12.12.2015
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maps/bmodels/m_bridge3.map135 KB28.07.2015
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maps/bmodels/m_chains1.map167 KB23.05.2015
maps/bmodels/m_chains2.bsp132 KB23.12.2015
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maps/bmodels/m_chains2.map60 KB23.12.2015
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maps/bmodels/m_chains2l.map60 KB12.12.2015
maps/bmodels/m_chains2p.bsp153 KB23.12.2015
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maps/bmodels/m_chains2p.map60 KB23.12.2015
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maps/bmodels/m_chains2r.lit18 KB10.05.2016
maps/bmodels/m_chains2r.map61 KB10.05.2016
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maps/bmodels/m_chains2rl.lit18 KB10.05.2016
maps/bmodels/m_chains2rl.map61 KB10.05.2016
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maps/bmodels/m_chains3.map57 KB05.07.2015
maps/bmodels/m_chains4.bsp199 KB06.07.2015
maps/bmodels/m_chains4.map111 KB06.07.2015
maps/bmodels/m_chains4p.bsp201 KB25.12.2015
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maps/bmodels/m_chains4p.map110 KB25.12.2015
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maps/bmodels/m_chains5l.map45 KB15.07.2015
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maps/bmodels/m_chains5p.lit9 KB23.12.2015
maps/bmodels/m_chains5p.map45 KB23.12.2015
maps/bmodels/m_thanshelf.bsp138 KB24.12.2015
maps/bmodels/m_thanshelf.lit4 KB24.12.2015
maps/bmodels/m_thanshelf.map11 KB24.12.2015
maps/bmodels/sep_chain2.bsp128 KB29.08.2016
maps/bmodels/sep_chain2.lit16 KB29.08.2016
maps/bmodels/sep_chain2.map79 KB29.08.2016
maps/bmodels/sep_chain3.bsp80 KB29.08.2016
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maps/bmodels/sep_chain3.map41 KB29.08.2016
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maps/rtex_brk/022a.bsp18 KB06.11.2016
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maps/speedbz_brk/crate_r1.bsp29 KB29.12.2015
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maps/speedbz_brk/door1.bsp31 KB17.08.2016
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maps/speedbz_brk/door2.bsp30 KB17.08.2016
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maps/start.bsp3193 KB03.12.2016
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maps/start.map1478 KB03.12.2016
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maps/start_test.map507 KB27.11.2016
my_progs/ai_ammoresist.qc7 KB31.10.2016
my_progs/ai_checkattack.qc71 KB12.11.2016
my_progs/ai_combat.qc19 KB02.11.2016
my_progs/ai_enemytarget.qc8 KB05.11.2016
my_progs/ai_explosion.qc11 KB18.11.2016
my_progs/ai_gibs.qc25 KB28.11.2016
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my_progs/ai_pathcorner.qc18 KB03.08.2016
my_progs/ai_states.qc7 KB15.10.2016
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my_progs/ai_tether.qc5 KB06.11.2016
my_progs/breakable.qc60 KB03.11.2016
my_progs/client.qc48 KB15.11.2016
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my_progs/client_debuff.qc13 KB16.07.2016
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ad_v1_50final.zip

Arcane Dimensions 1.50

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.

This is version 1.5 which features even more new levels, enemies, items, and level functions. A patch for 1.5 is available here.

Note: These maps require an engine port with increased limits as well as support for BSP2 and transparent textures. They are mainly designed to be played with QuakeSpasm 0.92.0 or later.


Tags: episode, large, monsters, weapons, items, limits, bsp2, fog, alpha, base, medival, metal, runic, ikwhite, speedbase, exploration, secrets, toolbox, source, wow, crazy, rude, shrimp, start, particles, arcanedimensions, ad

Editor's Rating: Excellent
User Rating:
4.4/5 with 88 ratings
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Butane Registered 8 December 2016, 15:47

Man, admagna blew my mind! Well done! Adtfuma was also amazing. I have yet to play all the other revamped maps but the originals were all top notch.

All around a great AAA quality mod.

bfg666 Registered 8 December 2016, 18:27

Shrimp?!

bfg666 Registered 8 December 2016, 18:28

Shrimp?!

Lane Powell Registered 8 December 2016, 19:51

The new maps include remakes of Zendar, Metal Monstrosity, and mfx's map from Mapjam 2. Get on it folks!

Fellow Quaker Guest 8 December 2016, 20:04

A big THANK YOU to all of you guys, finally able to play it ! I've been looking forward to this ! I know in advance I'll be rating this a big five but still wanted to thank you before the dl is complete !! Always lovely to have a good single player campaign to play, when it comes to FPS Quake still is the best, fastest and most intuitive, and with you all to keep it up-to-date and creative it's just perfect. I'm obviously not paying you anything for this so I cannot stress how I'd like to thank you for your excellent work !

lupinx-Kassman Guest 8 December 2016, 20:38

Gorgeous!

Icaro Registered 8 December 2016, 20:51

Very very nice! ... most probably the best / most complete / varied / challenging / good looking / fun quake mod ever made!

Try it ... it is for free! ... and spread the word! ... Quake has never been so alive!

THANK YOU guys ... to all of you !!

d_dave Guest 8 December 2016, 22:29

A beautiful mod...the quality of the maps is simply outstanding, I love them, as I love the atmosphere and the general mood of the conversion: Arcane Dimensions is very "Quakish" and yet it has something different from the original game in terms of atmosphere. And I love it. I know that probably there are a lot of Quakers that won't exchange the gameplay of the original game for nothing, but I like the gameplay of Arcane Dimensions more of that of vanilla Quake ( leaving competitive multiplayer out of the comparison obviusly ). Definitively, I think that AD is a masterpiece and that 1.5 is a gorgeus update. I want to thank you guys for this beautiful work. It is very inspiring and is getting me into Quake mapping..maybe in a couple of centuries I will make maps like these :) And I want to thank everyone that is still working on this "old" game called Quake, especially source port developers, tools developers and mappers. Thank you.

daeel Registered 9 December 2016, 2:00

! awesome !

QuakePone Registered 9 December 2016, 2:14

ad_tfuma with those stand-by robots, that armored carrier, that tank bursting inside and that fiend waiting outside the walls... I have a weak spot for details that make the map seem bigger than it really is.

It's one of the best industrial/base maps ever made. (even if I haven't played many yet)

Doc_Holliday Registered 9 December 2016, 11:10

This is rather large for my poor connection - are the maps downloadable separately anywhere??

Thanks is advance

Doc

bfg666 Registered 9 December 2016, 11:48

Nope. Seriously, in 2016 you struggle to download 200Mb?! Use a download manager if they still make those, you'll be able to stop/resume your DL at will.

Bloughsburgh Registered 9 December 2016, 12:00

ad_tfuma ranks up to be one of the most impressive atmospheres ever produced in a base map. The green lighting, and poison cosmic theme is just...stellar!

ad_azad is equally impressive and a warming invite to how a proper snow atmosphere can be done in Quake. Lovely curved architectures and great pacing of gameplay.

The AD revamp of metmon does the impossible...it makes metmon flow even better! One of the most balanced and pure fun gameplays there are!

the AD revamp of zendar pulls the same amazement but with ad tweaks that just increase the engrossment factor! With the inclusion of special events and fights, it truly is a monster to play.

Last but certainly not least is ad_magna, with it's massive 25 secret stone city. This is the "Swampy of 1.5" and what I mean by that is the scale, super secret inclusions, and overall epic brushwork.

The new tools and entity updates as far as mapping goes is magnificent as well. With the new patch there can now be a true Skill 3 where monster spawns, triggers, and other gameplay can be tuned to be included ONLY in Nightmare! There are also more monsters, more bosses...more everything!

Absolutely fantastic job to the AD team! You push Quake into 2017 quite eloquently!

Doc_Holliday Registered 9 December 2016, 12:00

Yeah with my throttled 3G (overdone the p*rn again this month) ...I get about 8k DL speed...

Old guy Guest 9 December 2016, 19:12

The maps are very beautiful, but...

I simply can't complete it. I've played two maps from this pack, The Crucial Error and Per Aspera Ad Inferi, and even if I savescum, I eventually just run out of ammo, no shells, no nails, nothing.

I don't think I'm a particularly bad FPS player. I've played Quake back in the day, still can complete it on hard, no problem, but I can't get through this pack even on skill 0. Oh well, just wish skill 0 was actually easy enough to be enjoyable by a casual Quake player, not a veteran.

For the record, I've downloaded other packs from this website, like Honey and The Altar of Storms, didn't have much problem completing them.

bfg666 Registered 9 December 2016, 19:35

Uhh, what?! AD is a bit harder than vanilla Quake, yes, but not that much! I'm not an especially skilled player and I can handle skill 2 just fine - with only a little extra care. And I've never ran out of ammo in any AD map. I suggest you work on your accuracy.

In case you're using DP, the lack of ammo might be caused by items falling out of the maps, but there's a cvar to prevent it which is stupidly disabled by default.

onetruepurple Registered 9 December 2016, 19:56

Old guy, consider disabling the projectile based shotguns and trying skill 0 again.

no name required Guest 9 December 2016, 23:16

/Sigh

You all just suck. This pack rules miles ahead.

FifthElephant Registered 10 December 2016, 1:28

ad_tfuma is the best map I have ever played. I give the pack 5/5 just for this map alone!

Blood Vengeance Registered 11 December 2016, 0:55

How Quake would look if it would be released in 2015/2016? In this way. Best release. Ever. No more comments needed, this is perfect, the only thing I can say is: we want even more :-)

Unescapable Pedant Guest 11 December 2016, 13:27

"Medival" tag should be "medieval".

guest Guest 12 December 2016, 0:33

AD mod is simply superb. What about Sepulcher map ? )

PS I like the muscled-up shambler texture

ArrrCee Registered 12 December 2016, 5:36

Arcane Dimensions, Part 1 on The Quake Grave

The first part of The Quake Grave - Arcane Dimensions series is live and it features the start maps and a play-through of The Necromancer's Keep. I think everything in this pack so far has been great, watch the video for more!

Kinn Registered 13 December 2016, 18:26

Ball-bouncingly good.

bfg666 Registered 16 December 2016, 0:59

@guest Sepulcher will be in the forthcoming patch that Sock is planning to release before Xmas.

uguuu Guest 16 December 2016, 15:17

the 1.5 update is good, i like the terror fuma and arcmon the most (each replayed for 3 or 4 times already) but i haven't really tried the eptis magna because my crap laptop barely got 60 fps on that map lmao, but i think thats because i use darkplaces instead of quakespasm

bfg666 Registered 16 December 2016, 15:40

@uguuu Yes, DP with all its fancy bling is slower than QS. Just play Magna in QS, you won't regret it. Like Bloughsburgh said, Magna is basically the Swampy of 1.5... Awesome map.

ArrrCee Registered 20 December 2016, 2:24

Arcane Dimensions, Part 2 on The Quake Grave

My play-through of AD continues with The Realm of Enceladus and Place of Many Deaths. Both maps are pretty great in their own right. I love "realms" stark white look with the temples, along with the great pacing of the level until the end bit. I love that "place" is basically like old school Quake but with all of AD's bells and whistles. Watch the episode to find out more. Great work everyone!

zanny Guest 24 December 2016, 4:00

Hey, I found a bug! On Terror Fuma there is a bit of wall on the top floor that isn't real.

https://youtu.be/OXkQpl-sXAs

Doesn't let you break the map much, so it isn't a big issue, just thought it was neat in a sea of awesome.

guest Guest 1 January 2017, 12:36

.. cmon Sock , give us Sepulcher )

PS "doitjustdoit" Shia LaBeouf ))))

Butane Registered 1 January 2017, 17:13

+1

Butane Registered 1 January 2017, 17:13

+1

Butane Registered 1 January 2017, 17:15

The famous double (almost triple) post. Must be a mobile thing -_-

MikeTaylor Registered 25 January 2017, 0:03

Terror Fuma (adtfuma), by Gavin Edgington and Eric Wasylishen is a beautiful, beautiful map -- a wonderfully immersive experience from start to end, and an absolute masterclass in how to construct a base where each area feels different, and where revisiting previously visited areas from different directions is a reward, not a punishment. It has very much the feel of the Rubicon Rumble Pack maps, and I mean it as the highest praise when I say that _Terra Fuma would not be out of place in that pack. It's that good.

I don't know who Gavin Edgington is -- whether he is the real name of one of the aliases we all recognise among established mappers -- but I assume Eric Wasylishen is EricW, who has been in a lot of jams. For me, Terra Fuma represents a huge leap forward from his earlier work.

Playing on hard, I got 208 of 222 kills, and only 6 of the 13 secrets. So there is obviously plenty of replay value to be had here.

MikeTaylor Registered 28 January 2017, 0:31

The Realm of Enceladus (ad_azad by MFX) is a lovely reworking and expansion of his already excellent jam2 map _ Doener mit Shambler und scharf_. It's good to revisit this beautiful sky temple, and to find so many new additions -- though it was frustrating in several places to find that secrets from the earlier version had been removed. The new areas are worthy additions. But to be honest, I found the final big battle rather a bore -- especially as the only way to stay alive seemed to be the tried-and-tested routine of running around in a big circle until all the bad-guys kill each other.

I finished with nearly all kils -- 155 of 158 on Hard -- and seven of the ten secrets. But at least two of the secrets that I missed were pretty substantial: the rust-key area off the central dome at the top of the map, and the half-way-up exit from the big wooden scaffold. I'd appreciate any hints on how to get into those areas!

Since I rated the original version at five stars it would be churlish to award fewer for this version :-)

MikeTaylor Registered 29 January 2017, 16:05

I am hal way through Leptis Magma (judged by kill count) -- I have just come out on the balcony about the starting area, where the gold key sits -- and as I approached it, it was carried away on rails and lifted up on an elevator.

The things is, I can't figure out where to go or what to do now. There seems no way to continue from the gold key point. I have retraced my steps through the whole map, and found nothing that has changed -- newly opened doors or similar. No buttons waiting to be pressed.

What am I missing?

MikeTaylor Registered 31 January 2017, 0:35

Come on, someone, give me a hint :-(

PuLSaR Registered 31 January 2017, 1:45

Did anything blow up on your way recently?

MikeTaylor Registered 31 January 2017, 13:13

Oh, how stupid of me!

Many thanks, PuLSaR, I am back on track, now.

MikeTaylor Registered 31 January 2017, 22:04

... aaaand stuck again, almost immediately. How dumb.

I have reached the square acid pit where you can jump diagonally across to a locked door. I can't open the door, and I can't figure out where else to do. Can someone help me out again, please?

PuLSaR Registered 1 February 2017, 0:23

omg take the key in that room

MikeTaylor Registered 1 February 2017, 9:41

I see no key. Now I fear a bug.

PuLSaR Guest 1 February 2017, 10:24

isn't there a key near the window?

Bloughsburgh Registered 1 February 2017, 13:47

Mike,

I had a save file very close to this place so let me share what I see at this point:

Acid pit, locked door...if you turn around from the acid pit and head left up the steps then you will find the library key on a little pad. If this is missing, you probably have it...it just won't show up in your HUD. When you come back down the stairs from the key, a monster should burst open from a door on the left which leads back to the second main area. From here you can ascend back up and open the library door.

In short, try to see if you can open the library door.

MikeTaylor Registered 1 February 2017, 18:24

Well, I am a moron again. I do have the key, but as you rightly say, it doesn't show up visibly in the inventory. And I missed the message when I picked it up, saying it was the library key, so I had it subconsciously filed away as a regular-ass silver key.

And I just love the way the game makes you fight your way back up to the library door -- it's an absolute masterclass on re-using previously visited areas and finding dramatically new gameplay in them. (The only better example I can think of is the part in Sheer Hellish Miasma where you have to traverse the same path across a void as earlier, but in the opposite direction.)

Many thanks to everyone who's helped me out with Leptis Magna so far. Now let's see if I can finish it on my own :-)

MikeTaylor Registered 5 February 2017, 17:40

Well, I finally finished Leptis Magna (ad_magna) by Noel Lacaillade and Andrey Saenko -- many thanks to those of you who gave me hints when I got stuck. I have to say I am absolutely blown away: it redefines what a city map can be, and I think -- sorry, Sock! -- surpasses Hordes of Zendar as my favourite Quake city. (Though they have such completely different atmospheres that the two maps don't really belong in the same category.)

It really is the most astonishing piece of work, with heartbreakingly lovely scenery, wonderful re-use and re-configuration of areas, excellent combats and some lovely secrets along the way. Despite the difficulties I had, the progression does make perfect sense, and the books you find along the way tell an intriguingly oblique story.

I finished with 338 of 383 kills (on Hard), and only 8 of 25 secrets -- though it felt like I found about twice that many, as not all of them are marked. I'm fascinated to think that despite all my exploration I've missed 45 kills presumably hidden in the 17 secrets. I can certainly see myself coming back to this repeatedly.

MikeTaylor Registered 5 February 2017, 17:44

What is the proper name of that vile and near-indestructible Mother Scrag in the quad courtyard of the revised Hordes of Zendar?

Ericw Guest 5 February 2017, 22:02

It's the Nour. :)

Re: tfuma, Gavin is FifthElephant. Glad you enjoyed it! Fifth built most of the map and I took over finishing it, with a lot of help from sock too.

onetruepurple Registered 5 February 2017, 22:46

(where "Nour" is short for "Nouronihar")

TERMiNAL Registered 11 February 2017, 4:27

Anyone else getting an error when trying to download this via quake injector or browser? I'm getting a "couldn't open file, unexpected end to ZLIB input stream."

guest Guest 11 March 2017, 12:52

...i still wait for Sepulcher to be released ))

Zeroe Registered 13 March 2017, 2:32

Your job is amazing! I want to know 2 things please:

  1. The patch is FOR the 1.5 (ex. Bug fixes) or to upgrade the old 1.4?

Nevermind the patch is for bugs

  1. You guys have a job about games? The maps and enemies are wonderful it's like the best thing I've played since Warcraft 3.
No Guest 13 March 2017, 12:39

The patch is an update to 1.5.

skaut Guest 27 March 2017, 13:25

I have got error when i's starting Arcane Dimensions - new game > and crash to desktop with error - ED_alloc: no free edicts , any idea?

negke Registered 27 March 2017, 14:36

Assuming you're running the latest version of Quakespasm, you need to load the mod either from a command line or, after switching to AD from within the game, type "exec quake.rc" to execute additional settings including max_edicts 8192.

ArrrCee Registered 16 April 2017, 16:05

Arcane Dimensions Part 3 - Firetop Mountain

I've finally come back to Arcane Dimensions and I had the pleasure of playing through Sock's Firetop Mountain. I don't have any critiques for this one, I really enjoyed it! It was exactly my pace and it was a ton of fun to play! The story this one tells is really strong, and I love the atmosphere and look of this one. Nice work!

LogicalOperator Registered 24 April 2017, 0:28

This was just amazing. Some of the best maps I've experienced in an FPS. Favorites were Firetop Mountain and Foggy Bogbottom but they were all mindblowing :)

ArrrCee Registered 24 April 2017, 6:32

AD Part 4, Hanger 16 on The Quake Grave

This was a treat and something I totally wasn't expecting from this pack. I had a great time playing the map itself and trying to find the secrets, even though they were crazy well hidden. Nice work on bridging Doom into Quake!

mronyx Guest 9 May 2017, 6:31

This is very visually impressive and I applaud the great care and effort was taken when building these maps. However, I do have a few quick, and probably stupid, questions: 1. Are you able to climb ladders? Because I haven't been able to, and I don't really know whats wrong. 2. I have played these in QuakeSpasm and DarkPlaces, and both have different starting areas and maps. Is this on purpose, or did I not properly set up the engine and mod?

I am still fairly new to Quake, so any help would be appreciated.

Thanks.

ericw Guest 17 May 2017, 23:27
  1. Hold down spacebar (Jump) to climb ladders.
  2. DarkPlaces and QuakeSpasm should have the same start area / maps. You should start on a rising platform and the message "Welcome to Arcane Dimensions" should print in the center of the screen after a second or two.
AnthonyS Guest 20 May 2017, 21:32

Absolutely amazing. The levels, the enemies, the design. Everything is gorgeous and the game play is fantastic.

5/5 stars.

ArrrCee Registered 21 May 2017, 7:26

AD Part 5 - Terror Fuma on The Quake Grave

Terror Fuma, quite bluntly, feels more like the direction that Quake 2 should've went instead of completely changing the time/story. It's an excellent map that tells an amazing story. It looks beautiful and offers a lot of variety in one map while also being pretty challenging. I don't want to give a ton away to those who haven't played it, but this is a must play!

ArrrCee Registered 5 June 2017, 2:28

AD Part 6 - Ogre bastille on The Quake Grave

I love this reimagined map of E2M2 from Sock! It takes the original map and makes it feel like it completely belongs in Arcane Dimensions. I thought that the crossbow grunts really shined in this map, as there was an area where they were shooting from a good vantage point and it really showcased their dead eye aim. I also really like the bloody water as well, it's really gross looking! Nice work!

If I had to nitpick anything, it would be that there is a good portion of the map that can be completely skipped. You can watch it in my play through but when I found the exit, I saw that there was still a silver key door I hadn't opened and several enemies I hadn't encountered yet. Even I felt the need to go explore a bit more of the map because I felt it deserved the attention, but honestly this map could be finished very, very quickly if you play the way I did. Like I said though, this is a nitpick really, not a big issue.

marc timothy moses Registered 20 June 2017, 23:29

EVERY TIME I TRY TO START A MAP IT CRASHES TO THE DESKTOP WITH AN ERROR MESSAGE SAYING WRONG VERSION NUMBER

marc timothy moses Registered 20 June 2017, 23:41

THE PATCH ALSO FAILED

Mugwump Registered 21 June 2017, 0:00

So you shit-rate one of the best Quake mods ever just because you have trouble running it? Wow, real classy! Also, please don't YELL.

marc timothy moses Registered 21 June 2017, 0:02

plus quakespasm crashed on me as well

Mugwump Registered 21 June 2017, 0:17

Try again with a clean install. Also, have you installed the patch?

Mugwump Registered 21 June 2017, 0:21

THE PATCH ALSO FAILED

Yeah, I skipped that. This isn't normal, you must have done something wrong.

Treguard II Guest 11 July 2017, 20:28

I think there's an issue with the secret trigger behind the rust door on ad_azad never getting triggered. Checking the map source seems to confirm it but I'm just curious to know if anyone's actually managed to get 10/10 secrets on it?

It feels nit-picky to bring up a possible bug like that because AD is still far and away the most phenomenal mod (feels a bit limp calling it 'just' a mod!) I've ever played, both in terms of sheer scale and mastery of the engine. When everyone involved is both incredibly talented and loves what they do it shows, and I'd have no hesitation about paying full-price for an experience as high-quality as this. 5/5

erc Registered 5 August 2017, 15:34

Thank you for the incredible effort. Foggy Bogbottom and Leptis Magna got a place for themselves among my all-time favourites.

Dmachine Guest 10 September 2017, 23:24

Very nice but it doesn't work for me.

AnthonyS Registered 14 November 2017, 2:56

Absolutely amazing.

5/5 stars.

uihost Guest 12 December 2018, 22:50

Great map package, best ever. 5/5

Jaeon Registered 21 March 2019, 0:06

Not bad. Too much like Serious Sam though. Throw a bazillion monsters..that's cool? Good architecture. Thanks for all your work on our behalf

Lane Powell Registered 21 March 2019, 5:08

I always thought AD could have more monsters. ;)

Seriously, the way the widowmaker tears up weak enemies, it would be perfect for some kind of fast-moving arena slaughterfest vs. Quake trash.

People always reference Serious Sam when talking about maps with "too many monsters" (Joseph II: "Too many notes!"); it makes me want to get around to playing them.

Owly Registered 5 August 2020, 10:11

Great collection of maps. ad_tfuma blew my mind, such a perfect experience.

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