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 Arcane Dimensions New Weapons

The Quake player is one giant backpack full of weapons and it requires one large bank of keys to operate! There is no special 'swap out' function like in modern games where the player can pick and choose what they want to carry, it all or nothing with Quake!

Adding more weapons to Quake is difficult because the weapon cycle list is already long and most of the number keys (1-8) have already been used. The second Quake expansion pack added a cycle function to each weapon number key in order to get around the keyboard limitation. This created an extra layer of complexity to selecting weapons and made the weapon cycle list unbearable.

Instead of adding more weapons which often make previous weapons redundant, Arcane Dimensions has weapon upgrades instead. These are designed to replace existing weapons with something better and not burden the player with a giant weapon cycle list. Each new upgrade has higher damage, a new model and has one extra feature unique to that weapon.

The Shadow Axe
Shadow Axe

The new axe is a visual upgrade (blood soaked model) which does +75% more damage, kills zombies and deals with low level monsters easily. To some the axe has always been a novelity weapon, but there are plenty of Quake players who love to dance around monsters cutting them down to size!

Weapon +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
ID Axe 20 40 60 80 100 120 140 160 180 200 220 240 260 280 300
Shadow Axe 35 70 105 140 175 210 245 280 315 350 385 420 455 490 525

Monster Health Axe Hits Time ShadAxe Hits Time Diff
Dog 25 40 +2 1.0s 35 +1 0.5s +0.5s
Army 35 40 +2 1.0s 35 +1 0.5s +0.5s
Knight 75 80 +4 2.0s 105 +3 1.5s +0.5s
Ogre 200 200 +10 5.0s 210 +6 3.0s +2.0s
Hell Knight 250 260 +13 6.5s 280 +8 4.0s +2.5s
Demon 300 300 +15 7.5s 315 +9 4.5s +3.0s
Shalrath 400 400 +20 10.0s 420 +12 6.0s +4.0s
Shambler 600 600 +30 15.0s 630 +18 9.0s +6.0s

With the increased damage, many of the low level monsters are now one hit wonders and several of them will now play long pain animations when attacked with the new axe to allow the player time to get in extra 2nd/3rd fatal hit. (dcrossbow, enforcer, hogre, knight, ogre, wizard do long pain animations)

The primary benefit of the new axe is against zombies, one hit will often knock them down to the ground and another will deal with them on the ground. This also applies to all bodies lying on the floor, so observant players can preempt traps by dealing with bodies on the floor first.


The Widow Maker
Widow Maker

The Widow Maker is an upgrade to the Super Shotgun (SSG), doing an extra 50% more damage and using more ammo shells (3 per shot) at the same time. The Widow Maker has the same spread pattern as the SSG and fires 21 pellets instead of 14 every 7 frames.

Weapon Pellets Dmg +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
Shotgun 6 4 24 48 72 96 120 144 168 192 216 240 264
Super Shotgun 14 4 56 112 168 224 280 336 392 448 504 560 616
Widow Maker 21 4 84 168 252 336 420 504 588 672 756 840 924

Monster Health SSG Shots Ammo Time WM Shots Ammo Time Diff
Army 35 56 +1 2 0.7s 84 +1 3 0.7s ---
Zombie 60 56 - - --- 84 +1 3 0.7s ---
Knight 75 112 +2 4 1.4s 84 +1 3 0.7s +0.7s
Wizard 80 112 +2 4 1.4s 84 +1 3 0.7s +0.7s
Gargoyle 120 168 +3 6 1.4s 168 +2 6 1.4s +0.7s
Ogre 200 224 +4 8 2.8s 252 +3 9 2.1s +0.7s
Hell Knight 250 280 +5 10 3.5s 252 +3 9 2.1s +1.4s
Demon 300 336 +6 12 4.2s 336 +4 12 2.8s +1.4s
Shalrath 400 448 +8 16 5.6s 420 +5 15 3.5s +2.1s
Shambler 600 616 +11 22 7.7s 672 +8 24 5.6s +2.1s

The Widow Maker (WM) is designed to be more effective against mid range monsters (demon and shalrath) and less effective against single low level monsters (knight/wizard). This gives the player more high damage weapon / ammo choices (shells / nails) and extra time to deal with more powerful enemies quickly. With the same spread pattern as the SSG and higher damage output the Widow Maker can easily deal with multiple small monsters as well.

One side effect of the higher damage (84) is that the weapon can effectively kill zombies with one hit and is an ideal early weapon alternative to the Grenade Luancher or Rocket Launcher.

The greatest concern with the WM is the ammo consumption, especially if the player is missing many shots or catching the sides of bounding boxes. Extra boxes of shell ammo should be setup with delay spawnflags so that they can be triggered once the player has the weapon.


The Plasma Gun
Plasma Gun

This is an upgrade to the Lightning Gun with higher overall damage, extra (splash) damage and no chance of exploding under water if accidental picked up or fired!

Weapon Direct Dmg Splash Dmg Proj Speed Refire Rate Damage
Lightning Gun 30 - - 0.1 300
AD Plasma Gun 45 20 900 0.2 325
Doom Plasma Gun 5-40 - 875 0.086 58-465
Doom3 Plasma Gun 16 - 700 0.125 128
Quoth Plasma Gun - 50 1000 0.2 250

The AD Plasma gun fires a stream of high velocity plasma balls with a nasty direct damage impact and mild splashdamage sting. Extremely effective against a large group of monsters and easier to manage the burn rate of cells due to it being a single fire mechanic instead of a hitscan stream.

There is a 20% chance that when a monster dies from damage inflicted by a plasma ball that they will be destroyed in a ball of blue smoke and particles as the plasma errupts and destroys the target. This can affect the drop rate of monster backpacks because nothing is dropped if gibbed.


 Weapon Upgrades

Arcane Dimensions contains several ways to give or take weapon upgrades from the player during the various stages of the map loading process.

TEMP1 in Quake.rc
Quake RC File

The temp1 variable in quake.rc has the following parameters:

Bit flag Upgrade Weapon Bonus Details
8192 Axe +75% dmg, gib zombies
16384 Super Shotgun +50% dmg, uses 3 shells
32768 Lightning Gun Plasma projectiles + Splash Damage

Enabling the Quake.rc parameters DOES NOT give the player the upgrade weapon, but will upgrade the original weapons in any map instead. For example, if the player finds the Super Shotgun in a map it will be upgraded visually and functionally to the Widowmaker Shotgun instead.

These config file options are designed for players who want to enjoy existing maps which don't have the new weapon upgrades entities present, like for example ID maps.

Worldspawn
Worldspawn

The worldspawn entity of a map has the following parameters:

Key Description
upgrade_axe Upgrade Axe -1=remove from, 1=add to inventory
upgrade_ssg Upgrade Super Shotgun -1=remove from, 1=add to inventory
upgrade_lg Upgrade Lightning Gun -1=remove from, 1=add to inventory

Not every map is designed for the upgraded weapons and by using the worldspawn entity, mappers can decide if the upgraded weapons are given or taken away when the map is started.

These worldspawn parameters will OVERRIDE the config.rc file and any existing inventory if the player has come from another map. These parameters will also change the server flags for original weapons to be upgraded and triggers for special spawn conditions.

The worldspawn entity also has the following parameters:

Key Description
give_weapons Bit flag for which weapons to Give to the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Example: 127=Give All weapons, 1=SG + Axe, Original setup
take_weapons Bit flag for which weapons to Take from the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Cannot take Axe away, always start with a weapon
Example: 127=Remove ALL weapons, 126=SG + Axe

These worldspawn parameters are designed to give exact weapon loadouts to a new player starting a map. There are also parameters for ammo, health and armour to customize the player inventory further.

The take weapon command will remove upgraded weapons if the base weapon is removed by these parameters. For example, if the map removes the SSG, then the Widowmaker upgrade will be removed at the same time.

Impulse Commands
Quake Console

The followingimpulse commands are avilable when developer mode is enabled:

Impulse no Description
200 Add/Remove Axe Upgrade to Inventory
205 Add/Remove Shotgun Upgrade to Inventory
210 Add/Remove Lightning Gun Upgrade to Inventory

These impulse commands are toggles that will add/remove the relevant weapon upgrade. These weapons are not part of impulse 9 which is the general cheat function used for testing.


 Ammo Resistances
Quake Console

I always thought it was odd that the Shambler had 50% resistance to all rockets. This was never visually shown or hinted at in the game besides the manual warning about it! I am sure there were plenty of players who never realized this 'feature' existed.

I am sure some people will scream that a RPG style resistance system has no place in Quake and maybe they are right, but unfortunately there is an exception to the rule, the Shambler!

In an effort to resolve this visual problem a few monsters (high tier) now have ammo resistance to encourage the player to use different weapons and manage / collect more ammo types. This is also something a designer needs to be aware of when balancing a map involving these monsters.

The Shell and Nail visual resistance is shown with a mixture of red and grey impact particles, a ricochet sound, various smoke chunks flying off in random directions and the monster screaming in pain.

The Rocket and Cell visual reistance is shown with a small puff of smoke, a different rocket sound, small gibs of flesh (blood particles look odd), various smoke chunks flying off in random directions and a monster scream.

When a monster is hit with a projectile and they have ammo resistance they will ALWAYS ignore pain and not go into any pain animations.

Monster Shell Nails Rockets Cells HP Effective
Drole 50% --- --- --- 500 1000
Golem --- 50% --- --- 500 1000
Minotaur --- --- --- 50% 500 1000
Shambler --- --- 50% --- 600 1200
Stone Knight --- 20% --- --- 75 94
Stone Hell Knight --- 20% --- --- 250 313
Defender --- --- 50% --- 100 200
Eliminator --- --- --- 50% 120 240
Pyro --- 50% --- --- 100 200


Mememe
Documentation 
Index -
Installation -
Configuration -
Breakables -
Monsters -
Minions -
Weapons -
Ammo Resist -
Particle System -
Entity States -
Trains -
Traps -
Debuff System -
Start Maps -
Test Maps -
AD Credits -
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