News | Forum | People | FAQ | Links | Search | Register | Log in
New Q1SP : In The Shadows (v1.1 Now Available)
Finally after months of testing, tweaking and huge amounts of coding, drawing and level design I present my MOD 'In the Shadows' which features three maps, two game play modes (vanilla quake/stealth) and a readme file packed full of hints (for daz)

This is not the final release, I do have plans for other maps, but I want to get feedback on what I have created so far and there is a lot of new toys to play with. The MOD is designed to only work with Fitz and Mark V engines because these are the only two I did testing with.

Please take the time to record some demo's with Fitz because this will be the perfect way for me to understand how you played the maps. If there any problems or things you think should be different, please let me know.

Download Link V1.1 (16.6mb)
Web Page Readme v1.1 Moddb

Recommended Engines:
Fitz0.85 Mark V

Screenshots (1024x768)
Image 1 Image 2 Image 3

Video's on youtube
Stealth Combat Stealth Mechanics
First | Previous | Next | Last
Ok Cool 
thanks necros 
Fitz085 Works Just Fine Too 
The centerprints are cut off in Quakespasm. 
State Of Engines 
Fitz 0.85 - fully works, no problems (baseline engine test)
Mark V - latest version works, previous had light issues
FTE - Supports all features (good unix client)
Qrack - Need latest client, supports all features
Super8 - latest version has better lighting range

** Quake Engines NOT recommended **
Quakespasm - truncates all book text, not tested
DP - Has QC and fog issues, will be fixed later
RMQ - not tested

@nitin, if you have a chance please record a demo, I would love to see your first playthrough only. 
Sock 
will try, never done it before though. 
 
My first play demo from start map. Nothing special in this demo.
http://www.quaketastic.com/upload/files/demos/shadows_a01.zip 
Ankh 
Thanks for the demo, you showed me a couple more bugs (demon at the beginning, tutorial section). Was there anything you felt was too confusing? Also why did you walk across the room to open the silver key door? Why pick the right and not the left?

If you don't like the stealth system the later maps (s1m1,s1m2) can be played without the amulet. Any feedback on their monster/item layout would be awesome.

I really need to make the amulet mechanic easier (visually) to understand when it is active and not. Hopefully my new start map will make the training area easier and iron out some of the bugs of the previous version. 
Some Comments 
s1m1 demo, skill: 2, first play, with some comments

http://www.quaketastic.com/upload/files/demos/s1m1_a01.zip

Cool map, very good looking. I liked that it wasn't that big. I would welcome some more variety in the monster mix. Too many knights.
The HK sword looks cool.

About the start map demo/questions:
Confusing things:
- I have tried to turn pages in the book which was part 1 of 12
- wasn't sure when the amulet was working

I chose the other door because I just wanted to check if it looks any different from the first one. It wasn't so I went that way.

The training with the first ogre was interfered with other monsters that somehow got into the level. I would want some peace there :) 
Ankh 
Thanks for the demo of S1M1, everything went as planned, plus you seem to have some fun with the fiends chasing you around.

I need to fix the amulet in the next release so it is easier to understand, at the moment there is no real visual/sound clues. Probably be best if I create a new weapon model with different skins to show the timer (5s).

The stealth training area has been moved to a new map so it will be easier to play and understand. The Temple of Swords map is going to be different, need to expand the areas and fill in the gaps.

The silver key doors at the beginning of the start map do change the map layout/items/ai depending on which one you choose but it is not obvious at first.

Did you have a chance to play S1M2? 
Sure 
Two more demos

s1m2, skill 2, first play:
http://www.quaketastic.com/upload/files/demos/s1m2_a01.zip

s1m1, failed attempt to use the amulet:
http://www.quaketastic.com/upload/files/demos/s1m1_s1.zip 
Ankh 
Thanks for the demo's they were awesome to watch and I especially enjoyed watching your stealth run. I got the impression you were not sure what to do and did not realize you had the crossbow. Would it have been easier if the crossbow was the default weapon to start with?

I assumed you enjoyed your stroll through S1M2? It was an interesting route you took and most of the AI seem to know how to path to you, which is always a bonus! :D 
New And Remade Assets For The Next Release 
Awesome 
... can't wait to play the next release. I had a feeling you wouldn't be able to stay away from it too long! (regarding the kickstarter, it wouldn't be unheard of if you made one anyway and see if it generated interest... that's how I thought they were supposed to work anyway, I reckon people would pay for a whole new mission pack or something like that). 
Wow 
Though don't you think you're gradually going overboard with the awesomeness...? 
 
I think I see someone who should head up a "Remake Quake" project. :P 
Sock 
dammit! for your own motivation :P
http://forums.tigsource.com/index.php?board=27.0
http://www.polycount.com/forum/forumdisplay.php?f=42


I would also post in gaming website/magazine forums in hopes that they might feature you as "one of our community members does something great". 
 
Amazing stuff, the hammer knight looks particularly badass. I'm really glad you are sticking with your project. 
And As Random Motivation 
~3.500 people saw https://www.facebook.com/photo.php?fbid=10150278772294971 within the last hour. :) 
 
s1m1 silent second try.
this time easy skill and I have managed to get to the end.
http://www.quaketastic.com/upload/files/demos/s1m1_s2.zip
In the first demo I wasn't aware I had the crossbow with me. For me it would be better to have separate keys for the weapons.

I have rewatched my demo of s1m2. This is a truly awesome map. Great interconnectivity and route possibilities. Also it looks amazingly good. I had lots of fun playing it. 
Awesome! 
Seriously sock, those are some of the very best add-on models I've seen for the original Quake. As always, great work. 
Ah Willem 
You're a card. 
The Ogre 
Mix-Knights are great - the meat-tenderiser is probably my favourite. Reminds me of the Q2 Berserker with the knockback melee behaviour. 
Err 
that is utterly brilliant stuff. How far off is the new release? 
You Went To All That Trouble... 
 
ijed, no offense intended, honestly. But that IS what I'd love to see ... someone with sock's skill set remodel and retexture the original game. It would be amazing. 
Feedback 
@negke, oh is there an awesomeness limit!?!

@spirit, I get the impression TigSource is about indie devs and engines, not mods and polycount is certainly all about high end gfx candy only. I will send emails to news sites once I have the next version ready. Thanks for the facebook link, it is good to know there are plenty of quake fans around. :)

@skacky, I am glad you like it, the next update of the MOD has a ton of extra sounds for stealth runs.

@Ankh, I am glad you tried the map on a lower skill level, it is the perfect way to learn the stealth system. I watched your new demo and it was very tense, in a good way. I got the impression that when the AI were turned it was not easy to understand when they could be backstab. Would it better if you could see stealth helpers like this and this?

@ijed, I always imagined the ogres wanting to use blunt/mashing weapons like maces/hammers.

@erc, wow thank you, very nice compliment. Have you played the current demo?

@nitin, the next version will be at least month (maybe more) from being complete. There is still more assets to finish yet. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.