A small test map designed for Chaos mode in Arcane Dimensions 1.8+ which is aimed at level designers who want to know how the new system works.
Title : Chaotic Trinity (160745-160769)
It took 24 years to go from Bomb to Moon!
Date : 4th May 2021
File : test_chaos1.zip
Requirement : Arcane Dimensions 1.8+
Description : Blockout experiment in moonlight
Feedback : Thanks to Koren, Markie and Shambler
Installation
* Extract the contents of this Zip file into your AD folder
* Load up AD with your preferred Quake engine of choice
* Load the map from console by typing 'map test_chaos1'
* In the starting room pick a Chaos mode, 1 or 666
* Pick up the Rune and jump through the exit portal!
* The map should restart with Chaos mode active
Skill Levels
There are no special monster spawning setups for different skill levels because the map is designed for Chaos mode, which is supposed to be random and overwhelming to play. The first initial ramp to the jump boots has an extra segment for skills 0/1 so that the player can get to the boots easier. Skill levels 2/3/4 players should have better jump abilities and the jump distance is further. Even though setting the skill level does not change the monster spawns in this map, it can affect monster projectile speeds, pain reaction times and the quantity of attacks per monster.
How to set Evil Skill
* Start any map from the console by typing 'map <map name>'
* Bring down console again and type 'skill 4'
* Reload the map and the starting HP should be 50
An alternative way to select Evil skill is to change the
console variable 'scratch4' to '1' and then load the map.
Please note that Evil skill combined with Chaos mode 666 prevents
loading of savegames files. Quickload/load is pointless!
Map Information
Game : Quake SP only
Coop/DM : Spawn points exist, not tested.
Difficulty : 101 - Monsters
Textures : ad_prototype.wad (included in zip file)
Editor : SDRadiant 1.3.8
Build Time : 1 week + 1 week for readme!?!
The source map file is in the zip file for viewing pleasure.
Please do not use any of these assets in ANY COMMERCIAL PROJECT.
Remember to give credit if you use any of the assets.
Title : Chaotic Trinity (160745-160769)
It took 24 years to go from Bomb to Moon!
Date : 4th May 2021
File : test_chaos1.zip
Requirement : Arcane Dimensions 1.8+
Description : Blockout experiment in moonlight
Feedback : Thanks to Koren, Markie and Shambler
Installation
* Extract the contents of this Zip file into your AD folder
* Load up AD with your preferred Quake engine of choice
* Load the map from console by typing 'map test_chaos1'
* In the starting room pick a Chaos mode, 1 or 666
* Pick up the Rune and jump through the exit portal!
* The map should restart with Chaos mode active
Skill Levels
There are no special monster spawning setups for different skill levels because the map is designed for Chaos mode, which is supposed to be random and overwhelming to play. The first initial ramp to the jump boots has an extra segment for skills 0/1 so that the player can get to the boots easier. Skill levels 2/3/4 players should have better jump abilities and the jump distance is further. Even though setting the skill level does not change the monster spawns in this map, it can affect monster projectile speeds, pain reaction times and the quantity of attacks per monster.
How to set Evil Skill
* Start any map from the console by typing 'map <map name>'
* Bring down console again and type 'skill 4'
* Reload the map and the starting HP should be 50
An alternative way to select Evil skill is to change the
console variable 'scratch4' to '1' and then load the map.
Please note that Evil skill combined with Chaos mode 666 prevents
loading of savegames files. Quickload/load is pointless!
Map Information
Game : Quake SP only
Coop/DM : Spawn points exist, not tested.
Difficulty : 101 - Monsters
Textures : ad_prototype.wad (included in zip file)
Editor : SDRadiant 1.3.8
Build Time : 1 week + 1 week for readme!?!
The source map file is in the zip file for viewing pleasure.
Please do not use any of these assets in ANY COMMERCIAL PROJECT.
Remember to give credit if you use any of the assets.