Denim Destroyer
Learned
My tactic of pelting enemies with suicide bombers is surprisingly effective.
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Nice to see Prosper making getting his graphics into a game, even if it's the giant statues in the background.Blasphemous 2 + Sea of Stars
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Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?I'm done with Arcane Dimensions and played through every map on Nightmare except the test maps. Some screens of my favorites:
ad_mountain
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Equip the ring!
ad_swampy
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Insanely complex village thing.
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Of course, you only get the RL after you've reached the rooftops. It's a shame, many of the maps won't give you the most fun weapon in the game until the map is almost over. Or I missed the secrets.
Grendel's Blade
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Cool vertical map built around a giant sword. If you find all the runes you can destroy the blade. But the following battle is kinda lame.
The Realm of Enceladus
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Too bad the lighting doesn't look that good with the soft shadows.
Terror Fuma
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Base with spider infestation.
The Forgotten Sepulcher
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Yeah, fuck that! I swear, this map changes over time. I kept finding secrets in places I was sure I'd already checked before.
Nyarlathoteps Sand Castle
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Secret!
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These enemies should have been used more often.
Ak-Alakha
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This is basically just one complex arena that you slowly progress through upwards. But this was also the only time I found the combat to be somewhat challenging with nasty monster placement.
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Sir!
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The end.
But my initial excitement has now almost vanished. I just happened to have randomly picked the most impressive map first (Tears of the False God), and then continued with the other maps in chronological order, oldest first. Most of them are also pretty good. There are only two that I disliked, ad_magna and ad_lavatomb, made by Noel Lacaillade. Both have rather boring combat and progression, and lavatomb is also outright prosper.
I don't know what it is, but after I was halfway through AD's maps, it started to feel more like "going through the motions".
Underdark is the best part of the game.From the Give Credit Where It's Due Dept.:
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This does look almost Moria-like.
As I suspected, you have had the problem with both lightmaps blending and the skies looking wrong all along. It causes the world geometry to look darker than it should, while the layers of the skies just don't combine right. It's an old problem, though, so you may have seen the game like this not long after its release.![]()
actually we quake 2 now
It's TT Isle of Man : Ride on the Edge 2.What game? And is that the Giant's Causeway?
I'm trying to work out if the angle makes sense for that to be Dunluce Castle in the distance
I heard the Berserker has a new incredibly annoying jump attack.Quake II Remastered (texture smoothing off)
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RIP, bros!
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Bastards!
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Enhanced strogg tits
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I heard the Berserker has a new incredibly annoying jump attack.
Sorry for the late response, but yes. This is what AD looks like in Quakespasm with mostly these settings plus "gamma = 1.2" and "contrast = 1.4".Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
I've used this blog article as a baseline: https://quake.blog/configuring-quakespasm-for-a-modern-retro-look.htmlJudging by the screenshots, you've turned off most of the graphical ‘enhancements’, which makes the game look close enough to its original version. Maybe only fires and particles are different, if what I tried (Quakespasm Spiked Multiplayer) is the same as the version you're using. Then there's the missing distortion on the weapon textures which only appears in the software renderer. You can always try Mark V, I think all it needs to run is to be extracted into a base folder with id1 folder in it, and PAK0.pak and PAK1.pak inside the latter.
Also adjusted gamma and contrast.
If I decide to play through Quake again, it will probably be in DOSBox on Nightmare.
I failed to pick up on it the first time, but do not use the music pack linked at the end of the article. It's a distorted modification made under the assumption that Quake's CD tracks had pre-emphasis, as I mentioned in the other thread. It seems that some pressings with it were issued by auxiliary publishers, but it was most likely a mastering error. The tracks lose detail when a de-emphasis filter is applied to them and Nine Inch Nails' 2020 official remaster of the sound track doesn't use this technique, and the music sounds even more crisp.Sorry for the late response, but yes. This is what AD looks like in Quakespasm with mostly these settings plus "gamma = 1.2" and "contrast = 1.4".Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
Wait... Zoom! Enhance! These darker pixels... are they breast implant scars?Enhanced strogg tits
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Thanks, you're awesome!I've used this blog article as a baseline: https://quake.blog/configuring-quakespasm-for-a-modern-retro-look.htmlJudging by the screenshots, you've turned off most of the graphical ‘enhancements’, which makes the game look close enough to its original version. Maybe only fires and particles are different, if what I tried (Quakespasm Spiked Multiplayer) is the same as the version you're using. Then there's the missing distortion on the weapon textures which only appears in the software renderer. You can always try Mark V, I think all it needs to run is to be extracted into a base folder with id1 folder in it, and PAK0.pak and PAK1.pak inside the latter.
Also adjusted gamma and contrast.
If I decide to play through Quake again, it will probably be in DOSBox on Nightmare.
I failed to pick up on it the first time, but do not use the music pack linked at the end of the article. It's a distorted modification made under the assumption that Quake's CD tracks had pre-emphasis, as I mentioned in the other thread. It seems that some pressings with it were issued by auxiliary publishers, but it was most likely a mastering error. The tracks lose detail when a de-emphasis filter is applied to them and Nine Inch Nails' 2020 official remaster of the sound track doesn't use this technique, and the music sounds even more crisp.Sorry for the late response, but yes. This is what AD looks like in Quakespasm with mostly these settings plus "gamma = 1.2" and "contrast = 1.4".Is this what the mod looks like out of the box or did you have to add more stuff to get those graphics?
Here you are, I converted the lossless rips I have to MP3 and OGG, they're without a de-emphasis filter. The different titles are because they're named after maps they appear in, as there were no official titles at the time and the ones in the Quakeaddicted link appear to have some titles switched around even with respect to the fan-given names.
https://mega.nz/file/qNNGRAZb#LhieYn32lebkiX0DlfxsZks8CBJzEFyiYJJ1MKxMBIg
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Here we are, in a situation where my ship's lazorz aren't powerful enough to penetrate the flagship's shields, but all its weapons have been taken down by boarding parties. So now we're just sitting here, neither capable of damaging the other.
If it were any other ship I could jump away, but the flagship has to be destroyed. RIP this run. It was going so well.