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Screenshot of ad_v1_80p1final
Author:sock, Bal, mfx, necros, Lunaran, Scampie, FifthElephant, ionous, EricW, Preach, PulSaR, necros, Giftmacher, others
Title:Arcane Dimensions 1.81 (ab7be72533164fbd5af6dd72a28dfab1)
Filesize:313392 Kilobytes
Release date:13.10.2020
Additional Links: AD 1.80 test maps
Type:Partial conversion
BSP: ✔ • PAK: ✔ • PROGS.DAT: ✔ • Custom Models/Sounds: ✔

Files in the ZIP archive
Files in the ZIP archive:
File Size Date
ad_1_8.def393 KB11.10.2020
ad_1_8.fgd245 KB11.10.2020
ad_v1_80_credits.txt16 KB12.10.2020
ad_v1_80_documentation.txt148 KB08.10.2020
ad_v1_80_readme.txt9 KB12.10.2020
ad_v1_80changelog.txt90 KB12.10.2020
ad_v1_80p1changelog.txt91 KB13.10.2020
pak0.pak263770 KB12.10.2020
pak1.pak524571 KB12.10.2020
pak2.pak21787 KB13.10.2020
quake.rc9 KB13.10.2020

Arcane Dimensions 1.81

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. Furthermore, it is meant to serve as a tool box for level designers, offering a large number of modified and new things to use in custom-made maps. Map and QC sources are included.

This is version 1.8 (including patch 1) which includes various bug-fixes, additional features, and four additional maps: Grendel's Blade and Nyarlathoteps Sand Castle as well as Ak-Alakha by PulSaR and Tears of the False God by Bal.

Note: These maps (and all subsequent maps based on AD) require a source port with increased limits as well as support for BSP2 and transparent textures. Quakespasm 0.93+ is strongly recommended.

Tags: episode, large, monsters, weapons, items, limits, bsp2, fog, alpha, base, medival, metal, runic, ikwhite, speedbase, exploration, secrets, start, remix, remake, dm, ad, particles, toolbox, source, makkon, skybox, jump boots, arcanedimensions

Editor's Rating: Excellent
User Rating:
5/5 with 114 ratings
You can NOT add ratings
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dwere Registered 18 October 2020, 13:17

Fun, it was literally today when I thought about barons and how they were forgotten compared to "super buff knight" additions from other mods.

Aluminumhaste Guest 18 October 2020, 15:47

I really love this new update, I just wish that Tears of the False God ran better. Still, this update is 5/5 amazing.

palcore Registered 18 October 2020, 16:49

List of things this mod update maked stutter: 1. My computer, cause the Tears of the False God level is too hard for him {but not for me;) (lie)} 2. Me, cause MY GOD those new levels are amazing. But seriously, this mod is something incredible. I really like, that devs just get concept of Quake's dark dungeons, gloomy castles, and Lovecraftian eldritch horror and make on this basis something unique. Every level feels like it's different world or dimension with it's own rules, with own atmosphere, architecture, and history, but at the same time you also feeling that they all somehow connected. And it's so fun to research every one of them that sometimes I feel sad that I must leave one level to go to another. It's certainly gets 5 of 5 from me.

JuanchoES Registered 19 October 2020, 0:53

The new ad_tears map its not only the best map ever created in quake, its the best map that i ever played in any videogame

dwere Registered 19 October 2020, 2:08

This is the price of (sorta) mainstream recognition - a lot of VERY EXCITED people.

dwere Registered 19 October 2020, 2:38

By the way, I'm not sure what to think about the inclusion of jump boots. Feels like absorbing so much content from other mods can deprive them of relevance, but on the other hand it's a great feature that can greatly enhance both action and exploration aspects of an FPS.

In fact, I kinda wished they were there when starting Tears, right before I found them.

Mugwump Registered 19 October 2020, 9:36

So, TWO additional maps, then. Grendel's Blade and Sand Castle were already AD maps. Are they reworked or did Sock just throw them in the official release?

Gioyo3aa Registered 19 October 2020, 10:54

dwere: I think the main point of this particular release was to provide mappers with many (many!) more features and new enemies. I don't believe every mapper is suddenly going to switch to AD because of that. Those who want to use plain id1 or other mods in combination with the boots still have that option, and I certainly hope to see a new January Jump Jam with the same level of quality as this year's no matter which mod is used.

I also felt limited after finishing Bal's map when those boots were gone. They're easy to get used to.

zxr Guest 20 October 2020, 13:21

Tears of a false god, i have 13 shards, cannot find no more, still wont let me open underpool round exit, how many shards do i need, it said 8, i have 13,so what have i done wrong or doing wrong

Bal Registered 20 October 2020, 13:56

zxr, look at the lights around the water exit...

You need to go through the big outside portal before having a chance of getting down there.

zxr Guest 20 October 2020, 17:22

No still no hope, killed 217\357, no enemy anywhere, fell down every hole from top to bottom,any haze walls walked threw,as for out side portals, are they invisible ?. i see if theres a walk through on Y.T as ive done everything and still no luck

Bal Registered 20 October 2020, 18:22

zxr, if you have more than 8 shards the big portal door outside, at the end of the bridge (you can see it in the screenshot in the back on here!) should be a teleporter you can go through.

dwere Registered 20 October 2020, 19:39

I think this mod needs less enemies that just charge you and throw avoidable shit. Adding 1000 new models is meaningless if they all do essentially the same thing.

Maybe it's just Tears. The map looks like it was created as an attractive architectural installation first, then begrudgingly populated with angry things. Relatable, but still.

zxr Guest 20 October 2020, 20:15

My fault, i was still using AD 1.70. i just copied map and gfx into AD 1.70 Folder "Duh me" used the ad 180 and all is fine now,went threw round exit in pool,and shit all hell breaks loose after shooting skeleton head,killing 790 enemy,theres no end to them,before the last portal exit appears, toughest quake map ever

Mugwump Registered 20 October 2020, 21:24

Toughest Quake map ever? You should play Tronyn's maps!

Solomoriah Registered 23 October 2020, 6:40

Tears of the False God is so beautiful... it's an honor to die there... even more so to conquer!

Chaser Registered 23 October 2020, 22:18

Tears of the false god...

I cant believe this map, I just cant. From the mysterious music to the breathtaking gameplay / adventure, to the MEGA secret once all the shards are collcted...

Ive been playing quake since 1997 and today I felt nearly as blown away as an 11year old back when I saw the shareware version of Quake for the first time.

I just wanted to explore and explore. I loved that monsters / knights kept showing up as if it was their habitat and I was just a journeyman. It only expanded that feeling of something mystical / new / alive.

FANTASTIC level design, beautiful texture work, out of this world colors and all of that felt somehow a lot like QUAKE even though U pushed the engine to the limits and went far from original art design.

Cant express enough how much fun I had with this one.

ps. Fantastic "Hi" easter end in the end ;). touching!

Solomoriah Registered 24 October 2020, 7:06

Ack. I've killed all but three monsters according to the stat screen, and I've gone through every door but the water exit. I see that one of the lights is out, but neither pushing it nor shooting it seems to do anything. Nor does doing the same to the active lights. It's probably a really simple trick too...

Beautiful level, though. Was a challenge to get through it, even if I did miss three foes.

dwere Registered 28 October 2020, 0:01

Can we have a way to descend down ladders? Quake has moveup and movedown bindings that are useful for flying and swimming. They can be assigned to ladders, and the latter in particular would provide a unique function that is currently not available.

Gila Registered 29 October 2020, 21:11

@ Solomoriah,

If only one of the lights around the underwater area is out that means you're missing A Hallowed Shard. Eight of them are required to enter the boss arena portal (which I'm sure you did), but even more (16 I think?) shards are required access areas behind the the underwater door.

Hazza Guest 30 October 2020, 2:06

Hmmm, something went wrong with the installation. AD (via Darkplaces) worked fine before, but I extracted this new version into the folder, replaced the old files, and two problems

1- Start map loads, but accessing other maps via the hub does not

2- the status bar at the bottom (health,ammo,etc) is now just a mass of grey pixels, looks like TV static.

Anyone else have this problem?

Bal Registered 30 October 2020, 10:39

Hazza, don't extract this into the existing AD folder, this is a new standalone version that requires it's own folder, mixing it into an older AD version will mess everything up.

dwere Registered 31 October 2020, 23:20

Boots-related (may also be useful for Jump Mod): can picking them up do something about the falling damage? Increasing the distance/velocity necessary to get hurt would work about as well as removing the danger altogether.

It's very annoying to CRACK-CRACK-CRACK constantly while exploring a large map.

Lane Powell Registered 1 November 2020, 2:36

I'm not sure I see your meaning. You can break a long fall by hitting the second jump once you're close enough to the ground to avoid taking damage, assuming you haven't already used it. Otherwise, there's no reason why having the jump boots should eliminate fall damage.

dwere Registered 1 November 2020, 2:54

Of course you can. Except the distance is so ridiculously low in Quake that it fails half the time. I'd increase it in any mod, not just ones that greatly extend jumps and thus encourage level design with a lot more falling that was envisioned in 1996.

But just to be clear: it's not a serious balance problem, it's just ANNOYING.

dwere Registered 1 November 2020, 15:39

In other news, False God is remarkable for many reasons, but one of them stands out. I think it might be the only Quake map that tries to assemble a part of human anatomy out of level geometry and pull it off. It's an impressive achievement.

Now we just need more Penile Devastation sequels.

EAO Registered 1 November 2020, 16:25

Tears of the false god is a little juddery in places on my non-gaming PC, but can forgive as it's absolutely fantastically awesome on so many levels. Grendel's blade is also pretty good but I keep missing a rune somewhere.

grog Registered 2 November 2020, 9:01

As usual, top notch additions. I have a point to make - as additional maps are added finding the entrances to them gets more and more onerous, I was running all over looking for Sand Castle. I would suggest in the future maybe a hub like the epsiode hub, with all the map names in each separate start map posted on a stone tablet beside that portal in Quakish runes. That way it's easy to see where you want to go and in the next start map you've got room for all the map portals on one level. Don't get me wrong, the current start map is beautiful, but I'd have more and make navigation easier as i suggested.

I can't find the last 2 shards in tears of the false god either, been to the high arena and got 14, is there a special trick to getting the last 2, if there are 16 shards? Just hint, don't tell.

Also, what is up with the super-scrags, they have an ungodly number of hit points, it seems, is there a weapon that they are more vulnerable to? I use up tons of ammo trying to kill them and they hurt me badly or kill me a LOT, I am more scared of them than any other monster.

Marian Registered 2 November 2020, 9:55

I wish the map "Tears of the false god" would never end. The brushwork is unparalleled. The secret finale is the cherry on the cake. If there is anything I would change about this map, I would give the player the jumping boots right from the start (they are so f***ing addictive), and supply the player with a few powerups and armors mid-game. What I love about this map is that you can play through it "as intended" (if there is such a path), or you can skip some parts and run where you are not supposed to be, giving the player a tough challenge but also rewarding him with stuff he is not supposed to have yet. That's basically a definition of a non-linear gameplay design, something I'm used to, when I play these AAA maps. I wish other games would take an example from this. A fun fact: There are no keys is this map :-)

dwere Registered 2 November 2020, 17:48

Two of the shards are found in a very similar way. Obvious in retrospect, but maybe too obvious to think of it.

grog Registered 3 November 2020, 11:38

So, I found the Source and the Firmament. Got enough shards. That plug to the basement should say, "only the insane may descend". Thought I was doing ok, then... not. :(

Very pretty map though, belongs in the top 20 of all Quake maps to date.

dwere Registered 3 November 2020, 11:44

Not sure I get it. You're almost entirely safe during the final battle. Just don't stop running. Am I the only one who plays on normal here?

Maybe it would be harder if the shambler boxes opened all at once, instead of being delayed by having to crush some of the fiends inside (by the sound of it).

Hazza Guest 10 November 2020, 14:25

Bal, alas there's still something wrong. I tried deleting the old AD folder, creating a new one and extracting he new version into that- same problems. I also tried Quakespasm and the mod didn't even load. Really appreciate the help but it looks like I have a uniquely bad touch with technology.

Ninja Registered 17 November 2020, 22:35

Tears of a false god skill 3

94:41 16/16 773/773

Gioyo3aa Registered 20 November 2020, 9:09

Mugwump: I just replayed Grendel's Blade 100%, and didn't notice any change --- but then that's just me. Only there were two special keys, and I only remembered the Ivory Tower key, but it's been a while since my previous run.

I enjoyed every bit of it, but I was hoping something would have happened to the odd area I mentioned in my review of the standalone version. I'll just ask sock.

There are so many quality maps out there for Arcane Dimensions... at some point a major overhaul of the start map or of the chapter maps will be needed, should the authors decide to include them. But that's optional, really, everyone can just download these maps and launch them the usual way, and I guess most people who know AD are aware of Quaddicted by now.

ArrrCee Registered 21 November 2020, 3:10

Tears of the False God on The Quake Grave

Great work guys! This map and the new update rock!

fire-d Guest 23 November 2020, 5:18

Hi, after getting 13 shards + 1 in the upper level, the remaining two shards are despawned. This happens always, no matter in what order you pick the shards. So, there is no way to get to the lower level. Any idea how to solve this?

Bal Registered 23 November 2020, 9:29

fire-d, the map has 18 shards, you need 16, a few of them are required finds, some are despawned once you've found all the optional ones.

Here's a hint for the ones you're missing : portals.

veteran-ish dude Guest 26 November 2020, 0:57

The new additions are great. The improvement of a masterpiece.

Just a question: I "no-clipped" my way into the room above the exit portal in "ad_lavatomb" (don't judge me, I got all secrets xD) and found a switch that wasn't activated.

Stepping on it led to nothing (after disabling "noclip", sure). Would that be an additional secret?

Gioyo3aa Registered 26 November 2020, 9:30

veteran-ish dude: no, it is a forgotten leftover (source: sock). There's no real way in our out of that room.

JP 1 December 2020, 13:22

Tear of the False God rightly getting all the praise it deserves in this thread.

But don't forget to check out Ak-Alakha by Pulsar - the other genuinely 'new' map in this update - it's an absolute cracker, featuring lots of tricky jumping and cramped space (something Quake isn't usually great at) - and combining them into an atmospheric, tight adventure with lots of juicy crossfire situations. Watch your footing!

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ToMaHaKeR 6 December 2020, 23:55

Sorry for dumb question, but where are the portals to adakalakha and adscastle in the starting room? Do you enter them from some other maps, or am I missing something here? The same goes for ad_s1m1.

One more thing, playing chaos mode on ID1 maps. I believe there's a bug: if you have (for example) E1 / E2 runes and then save the game, after loading E3 and completing it you will have the E3 rune, but you will lose E1 / E2 ones. To get all four runes, you would need to complete all ID1 episodes in one go. Bug, or an intended feature?

All in all, great mod.

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h4724 7 December 2020, 0:04


akalakha and scastle are in ad_chapters

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Lane Powell 7 December 2020, 3:26

Some of the maps in ad_chapters are sort of hidden. There's a hidden-in-plain-sight "elevator" that takes you up to the rafters where there are some portals, but there are also easy-to-miss ladders that lead to a couple other portals.

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ToMaHaKeR 8 December 2020, 23:38

Thanks, found them all.

Also regarding the losing runes issue, it happens only in chaos mode (regular mode works fine).

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VoreInTheWilderness 13 December 2020, 17:03

Christmas came early! THANQQQQYOU. Dear Santa, next Christmas I would like THAT shotgun from Nehahra. Yes, you know the one I mean :-)

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Hazza 20 January 2021, 8:12

Lol- figured out what the problem is. AD no longer works with Darkplaces- I'd recommend using Quakespasm.

Now, this is truly amazing; Tears of a False God really blows everything out of the water.

I'm starting to think it might be a good idea to combine more AD maps and turn the initial (and secondary) hub maps from "level" hubs into an episode hub instead

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AKosir 28 January 2021, 0:27

Alright, something absurd happened today.

The books (tomes) that you collect in ad_swampy to obtain the rune won't show up in the map anymore. It happens on any difficulty, both normal and chaos mode.

I haven't changed my quake.rc, autoexec, engine - anything at all. The damn books just won't show up any longer. This is definitely the weirdest bug I've ever encountered in Quake.

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AKosir 28 January 2021, 1:17

EDIT: I'm an idiot. You have to trigger the books to appear by visiting the rune room

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MikeTaylor Registered 17 February 2021, 13:07

Ak-Alakha (ad_akalakha) doesn't seem to be getting a lot of love here, perhaps because Tears feels like a bigger deal, but I really enjoyed it. It's a lovely example of how a relatively limited space — almost all of it visible from the outset — can be the venue for a lot of combat, most of it deely satisfying in that distinctively Arcane Dimensions way. Very nice Forgotten Sepulchre-like atmosphere, too. And the scrag-mother at the end was a fun and aproachable combat, rather than the sheer punishment that scrag-mothers can sometimes be. If this were a standalone release I'd already be giving it five stars.

I Like Quake Guest 18 February 2021, 13:34

In Ad Aspera Ex Inferi (ad_lavatomb) you can jump and then slowly slide through the bars blocking the exit.

MikeTaylor Registered 19 February 2021, 16:01

Like everyone else, I love the beautiful new level Tears of the False God. But I am finding it infuriating that, having killed everything available, I am stuck on fifteen shards. Is there guide anywhere to tell me where the missing one is?

Gioyo3aa Registered 19 February 2021, 18:58

@MikeTaylor: You may have missed that some portals are two-way streets ... in any case, the relevant func_msgboard thread may help (praying that the URL will be parsed correctly ...):

dwere Registered 19 February 2021, 19:48

It would be strange to find one portal and not the other.

MikeTaylor Registered 22 February 2021, 17:55

Strange indeed, @dwere ... Yet, somehow, that is exactly what I did! Thanks to all who prodded me in the right direction.

MikeTaylor Registered 23 February 2021, 15:11

I'm delighted to say I made it through that extraordinary final battle, finishing the level will all but two kills (where are they??) and two secrets. As everyone else says, this is an absolutely extraordinary masterpiece. Does it surpass The Forgotten Sepulchre, Leptis Magna and Foggy Bogbottom? That's more than I can say; but it certainly deserves to stand alongside them in the very, very rank of Quake maps. (The only non-AD map on the same level, to my mind, is Telefragged.)

Cracko Guest 8 April 2021, 17:09

I've played TotFG a few times now, and as gorgeous as it is visually, what I love most is that it's open to different styles of play. You can go through early to set up more monsters in waiting for later, go back and forth to clear out different areas while the monster count is low and repopulate those areas later, play with sniper/sneak attacks or chaotic melee style... it's awesome. I don't recall having played a quake map before where the player has so much control over the flow of the action.

Theshep Guest 7 May 2021, 3:25

This was very legit! thank you!

vodkins Registered 11 May 2021, 21:23

Can't play The Horde of Zendar via Quake Injector, because of typo error in config: game trying to open "azzendar" instead of "adzendar" map. Please fix!

MikeTaylor Registered 12 May 2021, 15:46

Just wanted to note that I played through The Forgotten Sepulchre again yesterday and today, and it continues to be amazingly satisfying even on the fifth or sixth time through. So much to see, to do, to discover, to kill. Utterly beautiful, and amazingly immersive.

(Sadly, it seems still no Lich Fiend, though, not even in this most recent version of the map.)

Ninja Registered 16 May 2021, 13:49

Tears of the false god, skill 3 using quake spasm spiked. Can only kill 752 - 755 so i think ive missed a trigger point somewhere for more enemy to appear, ive hunted hrs to try and find them, but no luck,but def 5 star

JuanchoES Registered 16 May 2021, 15:11

There are enemies in some vases, maybe the ones you are missing are there.

Ninja Registered 16 May 2021, 16:04

yeah i know that, i did do a big vase hunt, to destroy them all, maybe i missed some, as they are everywhere, in every nook and cranny, or small ledge that cant be seen

Shikadi Guest 22 June 2021, 1:55

Hi, I've been playing AD for a "long" time, and after patch 1.7 the status bar shows divided and I really don't like it. Any way to change it back to the vanilla style?

h4724 Registered 22 June 2021, 4:35

Press H to switch HUDs. There are several custom ones included in 1.8.

Quiet-Emerald Registered 11 August 2021, 18:54

I had a lot of fun playing through these maps. I found them very interesting and intricate, especially in their designs. I enjoyed the new monsters and the triple shotgun is a lot of fun. Tears of the False God was probably my favourite though >.>

smallfish robocat Guest 11 September 2021, 8:41

Hey AD Team,

could you guys add the following to your custom bestiary?

Cthulhu stuff:

Cthulhu cultists:


Please also make AD compatible with the expansion packs Scourge of Armagon & the Dissolution of Eternity, make it compatible with all the maps in Quaddicted and expand the Chaos system with more monsters, items and weapons.

Thank you in advance. :)

smallfish robocat Guest 11 September 2021, 9:08

also, one more addition to custom bestiary:

K9 Gun Dogs -

Thank you in advance. :)

dwere Registered 11 September 2021, 9:47


Gioyo3aa Registered 11 September 2021, 13:28

Yes, and pay the players as well while you're at it.

Cyberfunk Guest 12 September 2021, 17:03

In The Crucial Error (AD_CRUCIAL) level where in the 9 hells do I find the Purple Keycard. Also WHY when I enable developer 1 mode does the entire game glitch out with visible arrows floating heads incorrect monsters and other errors?

Roch Guest 14 September 2021, 18:24

Tears of God was limping on my potato PC until I tryied it in vkQuake, I got entry level vulkan GPU and it runs night and day compared to qss opengl, (AMD Radeon HD 8800 Series (PITCAIRN DRM 3.41.0 5.13.16-198-tkg-muqss LLVM 12.0.1 and my CPU is AMD Phenom II X4 940)

ppanski Registered 29 September 2021, 12:50

This is a fantastic campaign with some of the best maps ever. The new enemies are hit and miss but most of them are way above average.

My only gripe is the very tough difficulty even on easy. This needs better balancing.

Bluellama Registered 23 October 2021, 21:43

Tears of a false god - best quake level I ever played. Truly incredible

tyfighter Registered 2 November 2021, 12:24

What can I say that others haven't already said. This collection is all excellent, and keeps getting better with each release.

THK Guest 3 December 2021, 17:33

I can only say one thing - I need more of this. I SAID MORE.

I Like Quake Guest 3 December 2021, 20:21


Here, here!

I Like Quake Guest 4 December 2021, 8:47

《Hear, hear!》

AD_One Guest 4 December 2021, 13:54

@cyberfunk The purple keycard is found near the GK card, there are 3 red displays to shoot which lead to an exploding pipe leading the way… Developer Mode is for mappers to test certain gameplay setups, in no way it is meant to be played like normal. HTH cheers!

Scott Scheuer Guest 25 January 2022, 6:35

I need help installing kind of a nube

cyberfunk Guest 25 January 2022, 18:43

I need help finding the purple key and opening the underwater grate that says "Opens somehow" Any tips?

Shikadi Registered 9 March 2022, 15:20

This is, no doubt, the best and most complete mod in existance that has been ever released in the history of Quake. Huge maps, a lot of new enemies, well scripted maps and of course nice boss battles in almost all maps. Runes are pretty hard to find in the AD maps, making it even harder to know you can get them. Forgotten Sepulcher has to be the map that took me more time to get most of the secrets (3:30 Hours to get 46/50) and "Tears of the False God" could be, if not, the prettiest map ever created.

Kurkumai Registered 10 March 2022, 17:38

Thanks very much for all this shared passion.


✡✡✡✡✡ Ultimate: 3/23

v1.6 - The Forgotten Sepulcher

v1.8 - Tears of the False God (but need a coop update: boots cancel each other out picking up a backpack from a player corpse) · Grendels' Blade

✡✡✡✡ Great: 6/23

v1.4 - The Necromancer Keep! (but need a coop update: gate's arena) · Foggy Bogbottom · Bonus test: Arena Town

v1.5 - Leptis Magna · The Horde of Zendar

v1.7 - Arcane Adamantine

v1.8 - Nyarlathoteps Sand Castle

✡✡✡ Nice: 4/23v1.4 - The Mire · e2m2 Orge Bastille · e2m7 The Underearth · Bonus test: Smash and Grab · Bonus test: -Rotation and Exploration-

v1.5 - Arcane Monstrosity

✡✡ Uninteresting: 5/23

v1.4 -Place of Many Deaths · Obsessive Brick Disorder · Firetop Mountain (and need a coop update: ring use) · Per Aspera ad Inferi (and need a coop update: gate's arena)

v1.7 - s1m1 Slipgate Conundrum

✡✡ Unpleasant: 4/23

v1.4 - The crucial error

v1.5 - The Realm of Enceladus (and need a coop update: gate's arena) · Terror Fuma

v1.8 - Ak-Alakha

Very uninteresting: 1/23

v1.4 - hanger 16

MikeTaylor Registered 23 May 2022, 12:55

I just replayed -Rotation and Exploration- (ad_test3), and boy, it's lovely. Short, but otherwise just great. All it needs is to have the secrets marked as secrets, and it would make a fine release.

ArtTheLord Registered 5 June 2022, 4:13

Hey, Im new to Quake modding and I have a question: is this playable on TyrQuake? I've been trying some mods but they don't seem to work.

aianson Registered 5 June 2022, 5:00

@ArtTheLord: I have no experience with TyrQuake but I can recommend quakespasm. I was just playing Arcane Dimensions earlier today with quakespasm and it runs AD and most any mod well.

Esrael Registered 5 June 2022, 10:13

@ArtTheLord: Welcome to the scene! Besides the vanilla Quakespasm, you might want to consider a couple of its forks:

  • Quakespasm Spiked or QSS. It provides all the features of Quakespasm and then some, such as unlimited framecap. There's a helpful Quake starter pack to get you started with custom Quake content running on QSS.
  • Ironwail. A more recent fork of Quakespasm with an emphasis on performance. With this engine you can run even the heaviest of AD maps such ad_tears with a good FPS even on modest hardware. It's currently my go-to Quake engine and I highly recommend it.
ArtTheLord Registered 5 June 2022, 11:35

@alanson @Esreal Thanks, I'll check it out

ArtTheLord Registered 5 June 2022, 11:35

@alanson @Esreal Thanks, I'll check it out

ArtTheLord Registered 5 June 2022, 11:35

@alanson @Esreal Thanks, I'll check it out

ArtTheLord Registered 5 June 2022, 11:35

@alanson @Esreal Thanks, I'll check it out

Slipgate Agent Guest 6 June 2022, 0:29

I would recommend vkQuake. It's a vulkan port of Quakespasm, ha s very good performance and it also supports custom HUD and scriptable particles like QSS.

Ironwail is a very good client but it lacks support for custom HUDs and scriptable particles Arcane Dimensions uses.

Yhe1 Guest 22 June 2022, 4:53

I uploaded the demo version of ad_sepulcher to quaketastic, it is a different map. never officially relased

Yhe1 Guest 22 June 2022, 4:54

Yhe1 Guest 22 June 2022, 4:56

MikeTaylor Registered 23 June 2022, 12:50

I really enjoyed The Sepulcher (ad_e1m3), so many thanks to Yhe1 for posting it. I think it should really have its own Quaddicted page. Yes, it's very very different from the completed Forgotten Sepulcher, and it's no criticism to say it's not nearly as good as the real thing. But it's still a fun map in its own right.

Yeorge Guest 17 July 2022, 20:07

So I played "Foggy Bogbottom" (ad_swampy) earlier and while I was enjoying the map I realized after I finished it, that I had a bug where sometimes the enemies wouldnt break the walls or properties they were supposed to.

So the last part where you are supposed to press the 2 buttons to open the exit, nothing happened. So I had to rocket jump up to progress from there.

Any idea what's causing this issue is it related to fps or did I just get unlucky? Played it on recent version of QSS.

Nodding Registered 5 December 2022, 20:09

A map set of the best of the best that Quake and the loving and talented community behind it can really do.

Do not waste your time reading this review, play it already! And get to the end!

overlord Guest 28 December 2022, 15:59

Imagine studying for years to become one of Eidolon's most elite Shadow Wizards. Imagine all the time spent with the professors of Ulnar University that barely care to teach. All the endless practical assignments that send you to the most disgustingly lush and pretty border worlds. All the sleepless hours in which you practice the most powerful reality manipulation spells until you get them all perfect. All so that after you graduate, you do not serve the Serpent Rider, but instead you are sent to serve in Shub-Niggurath's army, pretending to be a lowly Pain Elemental. If that was me, I would not even wait for Ranger to find me, I'd just find the nearest void to jump into.

Vitoria3D Registered 14 January 2023, 16:46

Getting a bug in QSS 2021-11-13, only in this mod out of the 6 I tested (plus vanilla) where the screen flashes a solid yellow when picking up items. It's very inconsistent, sometimes doesn't happen, sometimes I see the normal translucent flash and then this happens, sometimes the opposite, it's very odd, and way too distracting to play with it, since it blinds me for like a good 1/5th of a second when picking up items. Any ideas?

ShamedSalmon Registered 14 January 2023, 21:59

Minor Error Output

Some engines, like Quakespasm, produce an unimportant error message in the console when starting Arcane Dimensions:

Unknown Command: Max

This is due to a semicolon on line 190 in the quake.rc for this mod. The semicolon escapes the comment for most engines, which means that text after it will be treated as an attempted command.

If one just changes it to a comma, there's no more error output.

(I think Ironwail fixes the default behavior by ignoring the semicolon if an EOL is not met.)

Non-Lerped Flames

Some engines, like Quakespasm and its forks, implement a blacklist of models to avoid when animation smoothing. This is generally to reduce the animations of flames which would otherwise look and move in an odd manner. This comma separated list is stored in a console variable called no_lerp_list.

AD uses several extra models beyond the two that vanilla Quake implements. Here is the no-lerp list for this mod, which can be added to quake.rc or autoexec.cfg:

rnolerplist "progs/flame.mdl,progs/flame2.mdl,progs/miscbrazshrt.mdl,progs/miscbraztall.mdl,progs/misccandle1.mdl,progs/misccandle2.mdl,progs/misccandle3.mdl,progs/miscflamemed.mdl,progs/miscflamebig.mdl,progs/misclantern.mdl,progs/misc_longtrch.mdl"

ShamedSalmon Registered 14 January 2023, 22:02

Woops, looks like comment blocks get mangled by the site theme and there's no way to edit old posts. Sorry about that!

rnolerplist "progs/flame.mdl,progs/flame2.mdl,progs/miscbrazshrt.mdl,progs/miscbraztall.mdl,progs/misccandle1.mdl,progs/misccandle2.mdl,progs/misccandle3.mdl,progs/miscflamemed.mdl,progs/miscflamebig.mdl,progs/misclantern.mdl,progs/misc_longtrch.mdl"

Escalate_krsk Registered 21 January 2023, 16:56

Can somebody tell me.... what reward do you get for beating Tears of the False God's secret final battle quickly? All got for being slow is a pot with a spawn))

Escalate_krsk Registered 24 January 2023, 21:00

I beaten many Quake campaigns over the years, but the most famous one - THIS - finished just now)) What can I say? All maps are great in their own way, but Tears of the False God is absolute masterpiece... from combat design to aesthetics. It also features a "true ending" where - if you collect all the secret collectibles - you will be rewared with epic showdown with Icon of Sin-like boss. Just pure joy.

subtxt Guest 25 January 2023, 21:35

I get the same yellow flashing bug as Vitoria3D. :(

I'm using adv180p1 & qss-2022-August-11.

When I pick up items, the screen sometimes becomes a solid yellow color for a short time. When I got the Ring of Shadows, the visuals kinda broke and the screen went solid gray every time I looked in specific directions. It's super irritating in combat, cause the moment you pick up something you see nothing and items like the Ring just don't work right.

Does anyone know how to fix it or at least to turn off flashes/color effects of the items?

Alex Ros Registered 3 April 2023, 22:07

@subtxt try VK engine. I don't experience any problems on that engine with AD

Rez Guest 8 April 2023, 15:29

The big one. The one Quake mod I will always return to and has yet to be topped. Nothing else even comes close to Arcane Dimensions, and while not all AD maps are created equal there also aren't any that I would consider "bad" or "lacking".

Obviously Tears of the False God is the crown jewel here, being a giant and beautiful map with some fantastic secrets and even a cool reward for finding all the collectable shards. But I think Foggy Bogbottom is actually my favourite of all the maps, being a huge adventure across a fortified swamp town/keep with a great optional quest to find enough magical tomes to unlock a rune of power.

Oh, and I will always adore the changes to the shotguns. Making them projectile based might be controversial to some but I love it, they somehow feel more powerful now and the new Widowmaker will never fail to bring a smile to my face. That thing feels like the TRUE super shotgun and I love it so much.

As for criticisms? I only have a few nitpicks. Regenerating supplies are too common and generous and in many cases you might as well have infinite ammo for some sections. I also dislike a couple of the enemies. Lost Souls were annoying in Doom and I still don't like them here, and the Super Scrag is an extremely unpleasant enemy to deal with although thankfully it's also rare.

So yeah, 11/10 Quake content and the still undefeated champion. It seems unlikely we'll ever get another update but AD is already much bigger (and in my humble opinion better) than many actual games at this point. There's nothing else left to say.

Play it.

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