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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
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No Footsteps 
havent had a chance to play this yet but this 'feature' almost always annoys me, and I cant really see it working in what this mod sounds like either.

Or, as negke said, please make them optional. 
Exit 
Uhm, are you sure there's an exit there? And that the exit can be reached without cheating? I explored the first map for almost one hour and it feels like a big DM map without an exit.

But there has to be an exit, right? Everything else is perfect: great detail, incredible feeling, nice gameplay (until you get stuck). Ah, I had to change texture_mode, pixels were nice back in 96, now they look a bit "not ok". 
Christ... 
 
Also 
No footsteps please. 
Footsteps 
Don't worry everyone, footsteps will be an optional impulse command so if anyone wants them they can toggle them on.

@RaverX, yeah there is an exit, find the shadow vault area (below the statue room) and keep looking for the stupid vault button in that room grrrrrr :( 
The Footstep Debate Ov Doom 
Don't feel obligated to add them, I was just tossing the idea. I like being able to determine where an AI is by listening to their footsteps, but like I said the mod already plays extremely well as it is. :p 
 
I like the idea of footsteps and will add them, but I will make them optional so everyone is happy. I honestly don't mind adding stuff and I prefer if people tell me if they don't like something, it gives me a better idea of how to improve stuff. Lots of people saying the same thing is good feedback. :) 
Coloured Squares That Create Shapes 
https://www.youtube.com/watch?v=FcoMu-w1dvE

tl;dw Awesome so far! Really didn't find anything to complain about, aside from the hidden button to open the vault door. 
Also... 
why didn't the vore die after three hits from the stealth axe? do creatures with more than 350hp (fiends have 300) NEED to be poisoned before you can instakill them? 
 
Any monster with more than 350 current health (not starting health) cannot be killed with a backstab. If you hit a vorn three times with an axe that is 3x20 damage. The fourth hit from the axe can be a successful backstab. On lower skill levels I might try to implement a graphic around the eye to say the mob cannot be back stabbed.

I really want the player to be afraid of vorn/shambler because of the health issue. I do have 2 other monsters that have high health as well so there will be more situations where saving poison bolts becomes critical. 
Long Live Groovy Squares Pixels! 
@Daz, thank you for the video review! :D It was awesome to see you play through the start map and explain some of the stuff I did. There is a couple of things you did not mention, like the gradual introduction of new pickups items to get the player familiar with how they look and showing the player the different types of buttons, shoot or hit. (they have a consistent visual language, something I have tried to do across all the maps)

The skill level is checked every time anything is spawned, so the player can drop the console and change the skill level if they feel the map is too tough / easy or use the rune pillars.

The main reason for using the Fitz 0.85/markV engine is because of the book / story system. The particle system should work on any engine, it is just a sprite emitter with lots of different presets for specific items. Most items in the map have particles to give the world more of a magical / mystical vibe. 
 
Sock, since you can manually enable gl_texturemode 4, I think you should just the player the choice 
 
Perhaps a little shield icon next to the eye for stronger enemies? On hard skill they should be killable by poison only (no manual weakening).

I didn't notice the automatic setting of the texture filter, since I use the pixelated one myself, but I agree forcing it onto the player seems kind of harsh. Some players may actually prefer the blurry GL look.
Though the fast they don't know the command to set it back supports your thinking behind this measure in a way as it proves that many players likely don't know about the possibility to switch between modes in the first place and thus miss out on a potential visual improvement (or not, depending on who you ask). Shouldn't it be gl_texturemode 6, though? It's what Fitz defaults to, possibly more accurate than 4. 
Is 4 
gl_linear_mipmap_linear?

If so, what is 6? 
 
Are the numbers always the same? Don't they depend on the driver? I would use the full name always.

If you use numbers you probably want 3 or 6 if they always map like that.

http://www.quaddicted.com/engines/software_vs_glquake#texture_filtering

To me, this is a visual choice of the creator. I am biased though since I much prefer the crisp pixels to the blur. 
 
@Yhe1, I have shifted the texture filtering to an impulse command so you can turn it off (globally across all maps), it will be in the next release. (hopefully next week)

The default is staying on, I have designed all of the assets to use this mode (GL_NEAREST_MIPMAP_LINEAR). I know it is personal choice (hence the new impulse) but artistically I want the default to be on. 
In-fight Training 
Daz mentioned in his video review that he thought it was odd that there was no training showing how the poison bolt can cause monster infighting. My reason for this was I did not want to tell the player everything and I thought if they discover this for themselves it might make a bigger impact and be more fun!

What does everyone think about adding a training section showing poison infighting? Or should it be left to the player to discover by themselves? 
Show It 
Infighting is one of the funnest things in Quake, so let the player do more of it. 
Agreed 
I think it would be good to know that to start with, since if the player knows that the poison darts can be used for causing infighting, they will attach more value to it and be more aware that they could use it in any situation, other than when they see a shambler. This might help slightly with making players worry more about their poison dart ammo, as they will likely miss the poison darts when they realise they don't have them in a situation where they could get a big fight started to cause a distraction 
Sock. 
It was weird finding out about the infight mechanic in the middle of the first map. I had a nice vore backstab planned and all my planning went out the window when I applied the poison and it went batshit mental and killed everything in the room :D

The infighting itself is cool, I just was confused about what had triggered it initially and that my carefully laid plans had been owned! 
Second Map 
The second map is a remake of E1M2, right? 
This Rules 
Totally impressed by this. How long did it take you Sock? 
 
I am too dumb for this. On s1m1 I do not manage to sneak up on anyone, have to axe them. Yes, I use 200 as speed for sneaking. 
 
Now I would like to retake the tutorial bit but I would have to replay the whole start map. 
Just Noclip There 
The triggers that spawn the vault button are at the beginning of the staircase in that room.
In this sense, perhaps an impulse command (and corresponding "tutorial" alias) to warp directly to this section would be a good feature, rather than cloning the tutorial bit in an individual map as I suggested earler.

Watch the eye. If you stay in the red zone for too long (timer depends on skill setting), the enemy will spot you. Hit them right in the back, not from a large angle. And make sure no other enemy can see your kill - distract all nearby enemies with bolts, so they look away. If a bunch of them stands close together, you can try to multikill them if you're fast enough, or play it safe and lure them away one by one. To do this, you need to shoot one of them with a distraction bolt and hide behind cover before the hit. 
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