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Good Quake maps

Riskbreaker

Guest
Even more RetroJam awesomeness was unleashed upon the unsuspecting mortal world... about a week or so ago.
http://www.celephais.net/board/view_thread.php?id=61216
Few screenies:
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Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771


This is new footage from Sock's upcoming Arcane Dimensions, models are from Hexen 2.
 
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Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771


Many are not even aware of the existence of such a thing and many don't even believe there ever was a special edition of QUAKE specifically made for commercial Arcade play.

The game was housed in a full sized upright arcade cabinet with a 27" 640x480 VGA display screen and a custom Trackball controller setup with 7 separate action buttons. It ran on a custom PC known as the Quantum3D Quicksilver Arcade PC. While that may sound impressive, this was 1998 and in reality it was only a 266 MHz Pentium II running under Windows 95!! However, with its custom graphics card setup it was pretty high end for the time... especially in an Arcade cabinet. The setup also contained a proprietary I/O card known as the Quantum3D Game Control Interface or GCI.
quakearcadehpr5a.jpg

This game is noted (on KLOV and other lists) as being one of the RAREST Arcade games ever created. Hence, there is a large amount of people that believe this is some kind of hoax and that it NEVER existed, or that it never made it past the prototyping stage.

The rumour also claims that there were only 20 working cabinets ever manufactured. However, this appears to be completely false in that there are countless accounts of this game having been seen and played all over North America over the years. What this rumour does NOT take into account is that the game was actually marketed for the most part as a RETRO CONVERSION KIT for commercial arcade owners who already were in possession of useable cabinets and parts to complete a Quake Arcade Tournament Edition installation.
Quakeonly1of20.jpg

I believe the reason that the rumour began is that the Laser-Tron partnership (see posts on custom cabinet below) was in fact VERY SHORT LIVED. What many failed to realize though is that the Laser-Tron fully complete cabinet ($7,500 in 1998 dollars) was only 1 of 3 ways that the game was being marketed to arcade owners. Yes, the white Lazer-Tron cabinet is in fact very rare, but the game itself actually got out there, mainly as a retro conversion kit from LBE Systems & Opus Entertainment. However, given that we are now talking about 1998, it might as well have been a lifetime ago,.... and memories fade..... and cabinets and original parts end up crushed, in landfills, or gathering layers of dust in basements and storage units.

Taking an educated guess, I think that probably a couple hundred of these units (in CONVERSION KIT form) made it out across North America back in the day. So, YES it is STILL a very rare Arcade game... whether the real number is 20 or 200.

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http://quakearcadetournament.blogspot.be/
https://www.quaddicted.com/webarchi...ke-nostalgia/quake-arcade-tournament-edition/




This is QATE's excellent Edge map. It's a pretty faithful conversion of the then very popular Q2 DM map.

Of course the Q1 version looks and plays a lot better :obviously:
This version should be playable with your favourite Quake source port.
 
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Riskbreaker

Guest
So, I finished Warpspasm
https://www.quaddicted.com/reviews/warpspasm.html
Ridiculously good, but also ridiculously exhausting. Everything about these maps is overwhelming and nightmarish: their imposing size, monster counts, environments and style in which they are crafted (be it huge rusted plant filed with acid, sickly green fog and tortured flesh, or be it monstrous amalgamation of stone, flesh and machinery floating in midair; these places just look and feel like something utterly nightmarish), disquieting new dark ambient tracks. There are very few instances of horde combat in these maps, despite their huge monster counts. They are hard as hell tho, and gameplay is such that you'll never feel safe or comfortable: author has a habit of spawning enemies behind the player, sometimes mere hounds, and sometimes fiends or even shamblers or some of the new high-end mobs. Maps are filled with traps, deadly pits, corners tend to hide a Spawn or two. Result: if player starts feeling overly sure of himself, he'll soon be reloading a latest save.
Maps are also pretty rich in secrets, one of them having more than 20. They tend to be of a well hidden variety, I failed to find most of them.
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Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Holy Jebus Red Hatred is kicking my a giving me a good challenge.

tt8vj.jpg
 
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Riskbreaker

Guest
Holy Jebus Red Hatred is whooping my a giving me a good challenge.
Maps from this RetroJam probably costed me a couple of years of me life.

There was this one part in Red Hatred, where player ends up in a smallish arena fighting buncha knights and fiends, only to be rewarded with couple of shamblers and buncha spawns. I had one sweaty mouse after I finally managed to beat that, I did.:lol:
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,846
I was wondering why there is not so many weapons packs for Quake.
But there is now.
 

tormund

Arcane
Joined
Aug 15, 2015
Messages
2,282
Location
Penetrating the underrail
Sweet, that looks just like the kind of mod I need.
Reason I never played much of original Quake was that weapons were IMO just not that fun and dint feel like they packed a punch.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,870,846
Hmmm, strange. I'm the kind of guy that like my enemies die fast (1-2 shots kill, thanks to modern shooters) but I liked guns in Quake even though my first serious playthrough happened somewhere this year.
Overuse of basic shotgun? Shortage of ammunition to other guns (solved in one of the addons)? Minor inconvenience.
Hope this mod does not end as another BROOTAL GAME X.
 

Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
Arcane Dimensions has been released!
ad_start2.jpg


Arcane Dimensions consists of seven brand new beautifully detailed maps, jam packed full of new monsters and weapons to play around with till your hearts content. There are specially designed start maps, countless secrets, alternative routes and plenty of uniquely made areas to explore. For those players who love to search for secrets there are four runes scattered throughout the maps to collect, which when combined will unlock a special mystery map as a final reward!

What started out as an experiment into projectile only gameplay eventually turned into an 18 month project which ended with a seven person strong team. It has been a crazy long journey with many ups and downs and people coming and going, but in the end it all came together and out popped from the oven a feature rich new expansion pack for Quake!

There are many new monsters that have been added which will run, fly, duck, dive and chase the player around while trying their best to burn, poison, spike and blow the player up in the process! Each new monster has been designed with various flaws which players should learn and exploit! The new monsters really shine when they are combined together to compliment each others unique abilities.

The MOD comes with many features for content creators, all the Quake Code (QC) is released under a GNU license, the readme file contains extensive details on each of the new feature and there are even eleven test map (including source) to demostrate all the new features. To get every mapper up and making content quickly two of the most popular editor files (def/fgd) have been setup ready to work with Trenchbroom, Jackhammer or Radiant.

As always constructive feedback is welcome and everyone on the team would especially like to know what you loved about the project! So download the MOD, play it all and then come back and tell us what you think!
ad_test7_1.jpg

fire_wraith.jpg

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Download:
https://www.quaddicted.com/reviews/ad_v1_42final.html
http://www.moddb.com/mods/ad

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Thanks for letting me know Riskbreaker.


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Astral Rag

Arcane
Joined
Feb 1, 2012
Messages
7,771
"How do you play ID maps with new weapons?"

Sock himself posted the following but I couldn't get it to work:


As everyone is discovering the MOD does work with the existing ID maps, so if you want the new weapons, particles and better quality gib/item models there are several ways to go about this.

Start with the quake.rc file in the root of the MOD directory. There is a only one variable in this file which the mod reads and this variable affects the MOD defaults.

Code:

//-----------------------------------------------------------
// All of the MOD features can be changed before loading
// Add the values below together and update temp1
//
// 256 Turn OFF item offset (designed for new maps)
// 512 Turn OFF randomly rotate ammo/health items
// 1024 Turn ON particle system (default OFF)
// 2048 Upgrade existing Axe, +75% dmg, gib zombies
// 4096 Upgrade SSG weapon pickups, +50% dmg, uses 3 shells
// 8192 Upgrade LG weapon pickups, Direct + Splashdamage
//
// 65536 Turn ON Player Auto Aim
// 131072 Turn OFF projectiles/casings for Shotguns
// 262144 Turn OFF Z aware monsters
// 524288 Turn OFF Enemy/player footsteps
// 1048576 Turn OFF AI path extra info
// 2097152 Turn OFF Monster liquid damage
//
// For example
// 3072 = Turn on particles and upgrade axe (1024 + 2048)
//-----------------------------------------------------------
temp1 1024

The temp1 variable is a bit flag and you just need to get a calculator and add the values together in the list.

Why does the mod use this variable?
I wanted to maintain maximum compatibility with all the different Quake engines (every engine understands temp1) and I don't think its a good idea to limit yourself to one (DP) engine for a MOD.

The temp1 variable is currently used to switch on the particle system. This is setup this way just in case someone needs to switch off the particle system because of engine/map problems.

How do you play ID maps with new weapons?
Change the temp1 variable to the follow (1024 + 2048 + 4096 + 8192 = 15360)

Then load your favourite ID map and viola you now have AD ID map goodness! I did do a lot of testing with the ID maps and I did not find any issues (not to say they don't exist!)

I know that a lot of community maps don't work with this MOD because of the map hacks (special entity setups). I did add a lot of extra entry points for map hacks, but it is very hit or miss if they work or not.

You can also change some of the MOD options with console commands (check quake.rc for the alias section) but these are not permanent and have to be setup each time the engine is loaded.

Which build is recomended to run AD in Darkplaces?
There is a patch available on the MODdb page. I highly recommend you download this patch for DP. If you are using Quakespasm stay with the original download as Patch 1 does break ceiling monsters (sorry my bad, will be fixed in patch 2 which is currently being tested)

Hopefully in the next week or two I will have patch 2 finished and an extra surprise!



I did discover another method to play Vanilla Quake with AD goodness:


Just load AD (see readme if you don't know how...) then lower the console and type

"map e1m1" if you want to play episode 1

Use the "skill" command to change difficulty ("skill 2" is Hard) use the "restart" command to restart the level with the new difficulty enabled

Now you can play through the entire episode (notice the player footsteps :love: ) but you won't find the new weapons lying around because they're "upgrades" to existing weapons.

If you're interested in using the new weapons you'll want to lower the console again and type "developer 1".

Now find a Super Shotgun (or use cheats: "give 3" or "impulse 9" for all vanilla weapons), now type "impulse 205" and the new Widowmaker should materialise in your inventory.

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"impulse 200" gives you the Shadow Axe

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"impulse 210" replaces the Lightning Gun with the new Plasma Rifle


If you're like me and prefer the original hitscan shotgun behaviour type: "impulse 130" (the projectile based shotguns are an impressive feature but they alter the flow of the game too much for my liking)
 
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Riskbreaker

Guest
Good news folks, looks like Arcane Dimensions will be getting an expansion of sorts.
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octavius

Arcane
Patron
Joined
Aug 4, 2007
Messages
19,226
Location
Bjørgvin
Is there some list of the best Quake maps, like a Hall of Fame, Top 100 or something like that?
I've tried some of the five star rated maps on the Injector list, but I find them rather boring.
IOW are there some maps that are markedly better than the base game?
 

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