Curious-looking 8-wheel flatbed that Pelican was carrying near the end. What is it, exactly? An old concept/deep lore vehicle or one original to this mod?
Curious-looking 8-wheel flatbed that Pelican was carrying near the end. What is it, exactly? An old concept/deep lore vehicle or one original to this mod?
Would like to note that having played AD as of the recent Threewave CTF update of Enhanced Quake (released during Quakecon 2022), the Evil skill mode does work (at least for the few maps I've tried). The update's "bug fixes" section even makes the following point:
- Fixed loading lightmaps in huge levels, such as when users side-loaded "Tears of the False God" in Arcane Dimensions.
No worries, thanks for the response. I'm in full agreeance with not wanting to heap an excessive degree of additional work onto something already feature-complete (especially given stuff like the new weapons/alt ammo types that the expansions include, and how that could bloat out the already tightly-balanced main AD content).
I've recently completed doing a full playthrough of Quake and it's official expansions, and I've been itching to have a go at this mod for a while. I'll be sure to promptly give my response once I do so.
And hey, if those expansions do end up being on the cards for inclusion into AC, that'd just be the icing on the cake.
Hi. Been seeing this mod mentioned multiple times, and I gotta say, the presentation and quality I've witnessed from video footage of the mod in action is beyond astounding.
One of the things I noticed is that, in a more recent video, that the original Quake 1 episode portals and their respective levels are fully integrated into the Arcane Dimensions Hub World. Will the Quake 1 Mission Packs (Scourge of Armagon and Dissolution of Eternity) be receiving similar treatment, or not due to complications regarding verifying pack ownership or the simple conundrum of filesize limitations?
With that said, I apologise if this question has already been brought forth and answered prior. Can't wait to try out the mod regardless!
It'd be kinda hard creating up moves for what are largely stationary bosses.
What on your thoughts on adding a Banished Kig-Yar Pirate leader?
Minor Unit Suggestions:
Ruutian Sniper Unit.
Ibe'shan Infantry Squad.
T'vaoan Scout Unit/Squad.
Playstyle based around stealth and/or resource siphoning (to play up the piracy).
That's all I've got off of the top of my head.
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