Arcane Dimensions (Quake 1)
Page 1 of 1
VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Mon, 19th Nov 2018 19:15    Post subject: Arcane Dimensions (Quake 1)
http://www.simonoc.com/pages/design/sp/ad.htm

Screenshots:









Quake 1's gameplay has not aged well, too many hitscan enemies and weapons. There is a famous mod called Arcane Dimensions which has modified weapons and an expanded monster set with monsters that actually have patterns you need to learn, having to prioritize, choose the right weapon etc. And some of the most impressive maps for this engine. Here is a super quick guide:

1) You drop this engine into a folder, I call it QSS:
http://triptohell.info/moodles/qss/

2) You copy the id1 folder (not its contents) from a Quake installation and drop it in the QSS folder as the engine. Now you can play Quake 1, it should work fine.

3) Download AD 1.70 from here and the 1.71 patch:
http://celephais.net/board/view_thread.php?id=61381

Now in your QSS folder, create an AD folder and drop the 1.70 files in there and then the 1.71, overwriting.

4) Create a shortcut to the engine's executable and add this to the end:
-game AD

That shortcut should start the mod, when choosing New Game you drop into a Hub map and can select the difficulty. There is another Hub with more maps that were added in an update. I suggest you start with the Necromancer's Crypt map.

There is a learning curve!
Back to top
red_avatar




Posts: 4567

PostPosted: Tue, 4th Dec 2018 22:11    Post subject:
I wished it was an improved remake - the original maps lacked detail.
Back to top
VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Wed, 5th Dec 2018 01:42    Post subject:
That's why you play these new maps which are amazingly detailed! There were some hard limits in the original engine and on top of that the BSP compilation took days for big maps, so the originals are not very complex or big.

If you want to play a revamped version of the original, like I also do, then our best hope is this:
https://www.moddb.com/mods/quake-15

It was supposed to come out yesterday. Embarassed
Back to top
red_avatar




Posts: 4567

PostPosted: Wed, 5th Dec 2018 13:43    Post subject:
VGAdeadcafe wrote:
That's why you play these new maps which are amazingly detailed! There were some hard limits in the original engine and on top of that the BSP compilation took days for big maps, so the originals are not very complex or big.

If you want to play a revamped version of the original, like I also do, then our best hope is this:
https://www.moddb.com/mods/quake-15

It was supposed to come out yesterday. Embarassed


How ironic, those screenshots make it look as if it's running on the Unreal engine Laughing

And yeah, don't remind me of how crappy that engine was - I used to build maps in the Quake engine for our deathmatch tournaments and dang ... even just testing something small required compiling the entire map all over. Worldcraft the editor was called I think?

Then again, I recall making Doom deathmatch maps in DEEP which was even trickier since you really had to know all the engine's limitations and if you pushed the maps too far, you'd get weird glitches. I made some awesome deathmatch levels, though. I wish I hadn't lost the disks - they were far superior to the default maps and really focused on 2-4 player deathmatch.
Back to top
ixigia
[Moderator] Consigliere



Posts: 65002
Location: Italy
PostPosted: Mon, 21st Jan 2019 01:43    Post subject:
VGAdeadcafe wrote:
That's why you play these new maps which are amazingly detailed! There were some hard limits in the original engine and on top of that the BSP compilation took days for big maps, so the originals are not very complex or big.

If you want to play a revamped version of the original, like I also do, then our best hope is this:
https://www.moddb.com/mods/quake-15

It was supposed to come out yesterday. Embarassed

Looks like Quake 1.5 is (finally!) out, it's officially in beta but the SP part should work without problems:

Quote:
The biggest change outside of gameplay teased in the trailer is probably the finale. The entirety of the end of Quake has been turned into something of it's own mini-chapter. On top of this most of the additions can be turned off through the menu or the console.

Most of the gameplay bugs have been squashed as of now (new monsters not dying properly was the big one, or not triggering level targets)




Thanks for the heads up, when I'm back at the home PC next week I'll setup Arcane Dimensions also Very Happy
Back to top
VGAdeadcafe




Posts: 22230
Location: ★ ಠ_ಠ ★
PostPosted: Sun, 27th Jan 2019 21:24    Post subject:





BRUTAL QUAKE!

Reminds me of Painkiller sometimes in that vid Very Happy
Back to top
Page 1 of 1 All times are GMT + 1 Hour
NFOHump.com Forum Index - Golden Oldies
Signature/Avatar nuking: none (can be changed in your profile)  


Display posts from previous:   

Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum


Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group