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Arcane Dimensions 1.5 is now available.

What is Arcane Dimensions? A bunch of high-quality Quake maps, with an extended arsenal, a larger bestiary, and a lot more stuff all around. You can read more about it . You'll need a source port to run it, I suggest [url=http://quakespasm.sourceforge.net/]QuakeSpasm, but it should work with most other engines if you have a different preference, so long as they can handle more entities and brushes than plain-old-vanilla Quake.

The overall ambiance leans more towards Dissolution of Eternity than base Quake or Scourge of Armagon: more of the fantasy setting, with enemies like the wraiths and animated statues, plus a few borrowed from Hexen II.

You'll find some weapon upgrades: a triple-barreled shotgun will replace the supershotgun if you find it, a laser rifle will replace the lightning gun, etc. And a bloody axe will replace the normal axe, letting you gib enemies and destroy corpses (which is very useful against zombies).

You start exploring the arcane dimensions in a hub map, then chose a door and explore a real level. Every time your health and inventory are reset. You can go back several times to the same level, each time it'll be restarted anew.

There are secret levels, and an "endgame" level you can reach after finding special keys in several levels. Have fun!
Arcane Dimensions is terrific! After having played through the original game this is a really great modernization of the whole concept with some outstanding design overall. I haven't played Quake "back in the day", but on rockpapershotgun.com there was an article in which the editor stated that Arcane Dimensions is basically how Quake felt to him in the 90s. Really, really good.

While I enjoy playing Quake with a very "retro" look at low resolution, I liked playing Arcane Dimensions at 1920x1080 with these settings in the autoexec.cfg:

crosshair 1
sv_aim 1
gl_texturemode 3
r_particles 2
scr_ofsx -2.8
gamma 1.2
contrast 2
This is what it looks like coupled with anti aliasing: http://i.imgsafe.org/433b367504.jpg[/url[/url]]
Crisp, contrasted, colorful, very detailed and creative level design, it just looks great :)

I have yet to play 1.5, I'm very much looking forward to it.
Post edited December 04, 2016 by Syrion
There's a first patch for AD 1.5: http://www.simonoc.com/files/ad/ad_v1_50patch1.zip
By the way, rune locations:
1. D-rune in Crucial Error
2. N-rune in Obsessive Brick Disorder
3. S-rune in Foggy Fogbottom
4. K-rune in Firetop Mountain
Awesome mod/map pack. Great level design, cool action and classic Quake feeling. Highly recommended!
Last month Arcane Dimensions recieved another update with "The Forgotten Sepulcher" which is a new very huge and highly detailed map. You need Arcane Dimensions 1.5 and a modified version of Quakespasm to run this map. So far I only played it for one hour but what I've experienced within this one hour was nothing else but maximum Quake fun.

The Forgotten Sepulcher
https://www.quaddicted.com/reviews/ad_sepulcher.html

Arcane Dimensions 1.5
https://www.quaddicted.com/reviews/ad_v1_50final.html

Quakespasm-spike for Windows
http://www.simonoc.com/files/ad/quakespasm-admod-win32.zip

Quakespasm-spike for Mac
http://www.simonoc.com/files/ad/quakespasm-admod-macOS.zip
Note for Linux users: The modified source code for quakespasm-admod is linked on the "The Forgotten Sepulcher" page.
Another thing to mention is that if you use Quakespasm-spike with the GOG version you might have to delete the opengl32.dll that will be in the main Quake folder. With that file still in the folder I experienced a "couldn't create window" error message after the 3dfx logo that will appear when you start Quakespasm-spike. Removing the file fixed this for me.
avatar
Berzerk2002: Another thing to mention is that if you use Quakespasm-spike with the GOG version you might have to delete the opengl32.dll that will be in the main Quake folder. With that file still in the folder I experienced a "couldn't create window" error message after the 3dfx logo that will appear when you start Quakespasm-spike. Removing the file fixed this for me.
Thanks for the tip, man!
FYI that's true for almost any attempt to use a "modern" Quake engine with existing Quake files, at least the engines that use OpenGL. The opengl32.dll in your GOG folder or other old-Quake-folder is the old library used to "fool" OpenGL Quake to use 3dfx Glide. (Because fast OpenGL on consumer video hardware wasn't a thing, back in the 90s.)

You really don't want that sort of thing going on if you're using a modern Quake engine with modern video hardware that properly supports OpenGL.
Post edited August 17, 2017 by Johnny_Law