General Rainbow Bacon Posted December 10, 2016 Holy Jesus God that looks amazing! 0 Quote Share this post Link to post
Zapzop Posted December 10, 2016 Wow, that looks awesome. Too bad I'll have to play it Quakespasm instead of DarkPlaces. When you think about it,with all these Zdoom features, why couldn't Quake mappers make maps for Doom? 0 Quote Share this post Link to post
FifthElephant Posted December 10, 2016 Zapzop, you're in luck. DarkPlaces was a target engine and should work fine with the mod. However not all maps support real time lighting, there should be a dark places config file included for you to exec. 0 Quote Share this post Link to post
General Rainbow Bacon Posted December 10, 2016 Well, it looks like we're going to have at least one more update to this since there's a map entrance in the 1.5 update area without a map attached. Am I right? E: ad_sepulcher is the one I'm thinking of. 0 Quote Share this post Link to post
Zapzop Posted December 10, 2016 FifthElephant said:Zapzop, you're in luck. DarkPlaces was a target engine and should work fine with the mod. However not all maps support real time lighting, there should be a dark places config file included for you to exec. Alright.Doom_RO said that it has weird artifacts in DarkPlaces so I thought I will run it in QuakeSpasm like he suggested. 0 Quote Share this post Link to post
[McD] James Posted December 10, 2016 I've had zero problems running it with Darkplaces in the past. Some of the effects were created with Darkplaces specifically in mind. 0 Quote Share this post Link to post
Pencil of Doom Posted December 10, 2016 Groovy, time to update my QSpasm and play this. 0 Quote Share this post Link to post
DooM_RO Posted December 10, 2016 Like many around here, Level Design is one of my passions. My dream is to as good as this guy one day. His stuff is just incredible. If Id ever make a Quake 1 sequel, I'd like this guy to call the shots. He's worked on a few AAA games too and it shows. 1 Quote Share this post Link to post
FifthElephant Posted December 11, 2016 General Rainbow Bacon said:Well, it looks like we're going to have at least one more update to this since there's a map entrance in the 1.5 update area without a map attached. Am I right? E: ad_sepulcher is the one I'm thinking of. Yes, there is a map that is not included that is on a delayed released. Early versions of this map have been excellent so far, it will be worth the wait! I'm sure that Sock isn't done with AD completely yet, 1.5 is a weird number to end on. I think we'll see a 2.0 at least. 0 Quote Share this post Link to post
roadworx Posted December 11, 2016 HOLY SHIT! this legit looks like something from an early-2000s game...that's absolutely incredible. 0 Quote Share this post Link to post
DooM_RO Posted December 11, 2016 Sock should just call Id, show them his stuff and ask them to let him be the lead on the Quake 1 sequel. 0 Quote Share this post Link to post
Tetzlaff Posted December 12, 2016 To be fair, Sock isn't the sole author of this excellent map pack. 0 Quote Share this post Link to post
Enjay Posted December 12, 2016 Just played it - really good mod. Excellent mapping, nice tweaks and mods to existing actors and weapons and nice new stuff too. 0 Quote Share this post Link to post
Pirx Posted December 21, 2016 Thanks for the link. I somehow managed to miss this mod,and it's incredible how good such an old engine can look. Beautiful. I would have guessed quake3 engine from some Screenshots, not quake1. I just hope I get time to play it soon... 0 Quote Share this post Link to post
Gamer With Dignity Posted December 26, 2016 schwerpunk said:You're killing me. I have to write a report, and I'm compulsively checking this thread when I should be working. Can't wait to finish writing so I can d/l this. http://i.imgur.com/ym5t3Tn.jpg oh god looks so beautiful I'm liking the Norm Macdonald Easter egg. 0 Quote Share this post Link to post
SimonOC Posted July 14, 2017 I assume from this thread that some people here are interested in Arcane Dimensions (Quake mod) and we finally finished the latest (1.5) update, a new map "The Forgotten Sepulcher". Normally I don't post here as I don't make Doom maps, so please understand if I get the forum etiquette wrong. Here is some screenshots to tempt you ... http://www.simonoc.com/files/ad/ad_sepulcher1a.jpg http://www.simonoc.com/files/ad/ad_sepulcher1b.jpg http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg How do you play this map? Download AD 1.5 from this page - http://www.simonoc.com/pages/design/sp/ad.htm (You don't need to download the patch, its included in the Sepulcher map zip file) Download AD Sepulcher - http://www.simonoc.com/files/ad/ad_sepulcher.zip Install AD 1.5 and then install (over the top) AD Sepulcher map. This will update the mod and code to version 1.6 (the latest) Due to the size and complexity of the new map, a new Quake client is required with extended map limits. http://www.simonoc.com/files/ad/quakespasm-admod-win32.ziphttp://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip The new Quake client zip file contains two different engines, the regular QS and a new fancy particle and weather effects version (quakespasm-spike) that looks very similar to Darkplaces. The new clients do have a new mod menu to start the AD mod easier (don't have to worry about shortcut parameters). Unfortunately the new map does not work with Darkplaces or MarkV at the moment, but hopefully they will be updated to cope with the extended limits at some point in the future. For the moment use the client above for this map. To start the mod use the new mod menu and select the mod (AD) directory. Then either load up the start hub map (new game) or load the hub map ad_chapters (directly from the console) which has the new portal for the new map "The Forgotten Sepulcher". Pick your skill level via the skill pillars and then jump through the portal. (right side next to spawn point) Hopefully all this waffle will help with the installation and we (AD team) plan to release one complete zip of the mod at some point in the future to make this process easier. For the moments its unfortunately 2 zips and a new client. Also one last thing, there is full instructions in the ad_sepulcher_readme file, text waffle on how the map was constructed and a full list of secrets, objectives and things of interest to find in the map. So be aware of spoilers in the file if you scroll down too far! 6 Quote Share this post Link to post
schwerpunk Posted July 14, 2017 12 minutes ago, SimonOC said: http://www.simonoc.com/files/ad/ad_sepulcher1c.jpg Is that Ogre... fishing? 0 Quote Share this post Link to post
DooM_RO Posted July 14, 2017 @SimonOC IT IS BEAUTIFUL! I hope you will stick around the forums. Maybe make some Doom maps too! 3 Quote Share this post Link to post
SimonOC Posted July 14, 2017 1 hour ago, schwerpunk said: Is that Ogre... fishing? Indeed! Its what all ogres do when not chainsawing or spamming grenades. The fishing ogre is a passive monster which when attacked will stop fishing and relentlessly attack the player for disturbing its chance to catch a bite to eat. 1 hour ago, DooM_RO said: @SimonOC IT IS BEAUTIFUL! I hope you will stick around the forums. Maybe make some Doom maps too! Thanks and maybe ... 2 Quote Share this post Link to post
SimonOC Posted November 4, 2020 Time to resurrect this thread! A new version (1.8) of Arcane Dimensions (quake mod) has been released! Download from this page - http://www.simonoc.com/pages/design/sp/ad.htm The recommended client for Arcane Dimensions is Quakespasm-spiked as it retains the original feel of the game and offers plenty of Quality of Life enhancements, like unlocked frame rate, better network support and advanced particles. As always Arcane Dimensions will work with many different engines and simply adapts to what engine features are offered. Always download the latest stable build of any Quake client and please check the readme file for latest client download links. The zip file is now organized into PAK files which means its no longer a loose file format. With so much community content available for the mod its getting confusing to know what is essential anymore. Therefore I recommend that AD be installed in a new directory and all community content be migrated over or downloaded from Quaddicted again. Arcane Dimensions now comes with custom HUDs, which does not not sound like much of a big deal, however Quake engines have typically not allowed any modifications. The new HUDs only work with advanced engines (QSS / FTE / DP) and are enabled by default. To change the HUD style or switch them off, please refer to the quake.rc (text file) for further details. 20 Quote Share this post Link to post
geX Posted November 5, 2020 Recently finished this for the first time with the latest release. Awesome work. Thank you! 0 Quote Share this post Link to post
taufan99 Posted November 5, 2020 Over 4 years and this thread has just recently been resurrected by the mod's own author with a new version. Arcane Dimensions is such a great torch-bringer of OG Quake legacy. 2 Quote Share this post Link to post
CBM Posted November 6, 2020 On 2/3/2016 at 10:08 AM, scifista42 said: Nope. There is typically a linedef action called "3D floor" which you put onto a linedef in a little dummy sector outside the main playable area in the map, and make it affect another sector inside the main playable area in the map. It will create a "platform" horizontally covering the entire area of the main sector, but vertically being placed at a certain height, defined by the dummy sector's floor and ceiling heights. That's the basic principle. however if a fork of gzdoom added support for BSP maps and RTX (and we got a BSP editor to support it)... then we could finally bring doom in to the new era 0 Quote Share this post Link to post
Martin Howe Posted November 8, 2020 I have installed this mod and am trying to use it (1.8p1) with the latest QSS freshly built from the repo; with little experience of Quake I may be doing something really dense, but when you start SP you rise up on a platform that you then have to jump off to get to the skill selector pillars. So I do that and select a skill level. But whenever I enter any portal for any level, it just finishes immediately saying time (a minute or so), secrets 0/1 and kills 0/0! (0 out of 0 monsters?) Is this a bug in the mod, or in QSS or am I really stupid? 0 Quote Share this post Link to post
taufan99 Posted November 9, 2020 On 11/8/2020 at 9:50 PM, Martin Howe said: Is this a bug in the mod, or in QSS or am I really stupid? That's just how it is. Once the "finished" screen shows, just press the Jump button to start playing the level you chose. 1 Quote Share this post Link to post
Gez Posted November 9, 2020 October has been an excellent month for Quake, just look at these. Dwell, Raven Keep, Epochs of Enmity, and the Arcane Dimensions update... The rest is worth a look too. 3 Quote Share this post Link to post
Pirx Posted November 10, 2020 On 11/4/2020 at 10:28 PM, SimonOC said: Time to resurrect this thread! A new version (1.8) of Arcane Dimensions (quake mod) has been released! Download from this page - http://www.simonoc.com/pages/design/sp/ad.htm downloaded it already. playing it with qss or vkq. man is that map pack great. it's what quake should have been... well, if pcs back thencould have run that ;) 1 Quote Share this post Link to post
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