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Posted by sock on 2012/12/09 21:43:59 |
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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StealthDM
#216 posted by ijed on 2013/01/04 16:07:14
How about this:
Player is revealed when hit, or picking up an item, for five seconds.
Player causes x2 damage while eyes.
Poison rots the player down to 1 health, or is ended when they pick up a medkit.
Axe causes 50 damage normally, 100 while invisible.
That's with some of the stuff you mention in idea 1, but taking out the distance component. That's fine for monsters patrolling slowly, but DM players dash around too much and spray attacks all over the place as well if they suspect someone is nearby.
Three other thoughts occurred as well;
Wicked Hook
This is a physics based grappling hook we used in RMQ. Basically it works like a regular grappling hook but allows you to swing and use your momentum to launch yourself faster and further. As well as the usual sneaky tactics of hiding in the ceiling and stuff.
Theft game mode
This would be a CTF style thing, but with multiple flags. The home base for each time would be a drop point only, maybe a chute - in other words, flags can't be removed from it. The game ends when all 'flags' have been dropped down either one team or the other's chute. This could even work with monsters included.
Steal or Not
This would tricky to balance, but possibly very fun. Allow players on spawn to choose either stealth mode (with all the above rules) or normal play.
Stealth DM
#217 posted by necros on 2013/01/04 16:40:40
Monsters are present.
Ammo is replaced with treasure.
Players are totallinvisible to each other.
Goal is to steal as much treasure as possible.
When stealing treasure, player appears as eyes for a number of seconds.
I Agree With The 21/20
#218 posted by RickyT33 on 2013/01/04 18:05:34
Maybe i tried stealth on easy mode, then played through the maps in normal mode, normal skill.
I've never played a stealth game in my life.
Secrets are awesome. I'm always feeling - "Yes, this is what Edge of Forever was leading to." But of course Edge is special too. I must find about 2/3 of the secrets.
#220 posted by sock on 2013/01/05 09:54:42
@necros, I really like the treasure DM idea, it could be setup in stages that unlock after a certain amount of treasure has been found. It will also focus all players on limited supplies and get them trying to use the AI as distractions on other players while they collect the loot. It will also restrict the amount of AI running at once which is a good thing for network performance.
@RickyT23, did you complete the MOD? What skill level did you try? Any success with Stealth? Anything that you did not like?
@Stevenaaus, playing the maps on normal is certainly the best idea before trying stealth, especially if you are not use to any stealth mechanics before. I have such fond memories of Edge of Forever, a real beautiful map and it locked together so well.
Aw Crap, That Wasn't Supposed To Be Taken Seriously.
#221 posted by negke on 2013/01/05 12:38:41
Now I'm in for a challenge I couldn't possibly win! :D
Not sure if stealth deathmatch (axe) would even work on Quake speed. Maybe if there was something like stamina that only allowed the player to sprint for a certain time. At any rate, visibility should similar to the AI radius, so that the enemy player becomes visible if he's approaching from the front, and stays too long in the other fields of the radius.
Could also have some focus on traps - crushers, trapdoors, and such - where one player can lure the other in and then press a button in the right moment. Or be backstabbed himself if he doesn't watch his back.
Sock
#222 posted by Vondur on 2013/01/06 16:10:09
Yes I'm still in the middle of new year vacation vodka fest. Still need too finish the mod and I will when I get sober enough.
PS. You rock!
For
#223 posted by ijed on 2013/01/06 16:16:07
DM Thief mode, maybe make it so that each time the player is revealed to either the other player(s) or monsters it counts against them some how.
Maybe
#224 posted by ijed on 2013/01/06 16:17:16
Treasure = +50 points
Backstab = +20 points
Reveal = -10 points
#225 posted by Joel B on 2013/01/07 07:02:28
Sock, I'm once again chuffed that the universe has placed you here for my amusement. I had a really good time with this, mainly because it was a new way to poke around in a Quake-style environment. It recalled some of the tension I originally got from Quake SP before I turned into a jaded shotgun bunnyhopper.
I did notice that when I would cock up and alert a bunch of dudes simultaneously, that would often turn out to be the fastest/easiest/safest way to eliminate them. I.e.: Run away along my back-path until they all give up and start marching back to their patrol in a line, then zip back up behind the train and chop chop chop. That was really the main iffy spot in my playthrough... it seems like something should be in place to make "alert everyone" still a bad thing even when you have a clear escape path.
(Idly thinking about different possibilities: Alert time has a random component, with an increasing range as more dudes are simultaneously alerted. Or, guys returning to patrol will regularly "check 6"; several guys returning would tend to be doing a check-6 at staggered times. Etc. obviously there's a bunch of tools in that box.)
#226 posted by sock on 2013/01/07 15:07:17
@vondur, I see you are saving the best map for last, S1M2 is certainly my favourite with a gorgeous look and style, oh I hear the game play is good as well! ;)
@Johnny Law, wow now that is a nick I have not heard of in a long time. The marching AI train is something I tried to solve several times with different ideas, randomly pausing, idle nodes, giving up before getting to the pent on the floor. Eventually I went with info nodes, because when you get 4+ AI they really look stupid all bumping into each other.
When the AI march back to their patrol they will stop at info nodes and wait to catch the player again. This really only works if there are plenty of nodes around to stop at. I must admit I do like the backstab chop chop chop play thou. :)
New Video Style
#227 posted by sock on 2013/01/08 01:22:12
What do you think? Music, Presentation? Any Good?
https://www.youtube.com/watch?v=Ei-Ys-9WlGk
Well
#228 posted by ijed on 2013/01/08 12:45:42
The music's good.
But there's too much text. Personally I found the original tutorial messages fine.
Is this intended as a publicity tool? Because playing that tutorial section is going to be 200% more informative than watching a video.
If it is supposed to drum up interest just general gameplay would be better - the more thats hinted at, and not just explicitly stated step by step the better.
Anyone too lazy to play the tutorial for themselves probably isn't going to play anything else either. Or get out of bed in the morning.
#229 posted by sock on 2013/01/08 13:05:41
It took me ages to find the new music and it certainly better than the last attempt. This is the first of a new set of video's to replace the old stuff I had before which has not aged well.
Personally I thought the less messages were better but I knew exactly what to do, so I never really needed any explanations. From watching demo's and various email feedback I think the extra text is better for people new to the concept of stealth. The messages only appear if you move around and do things different, I tried to make the text react to what the player is doing.
It is certainly a learning process trying to create video's with the right balance of information, action and not making things look too easy.
It's Good
#230 posted by ijed on 2013/01/08 13:09:36
That you take the feedback so seriously.
I realise we here are a more hardcore audience.
Sock
#231 posted by Vondur on 2013/01/08 14:54:17
finished it, awesome stuff! very inspiring gameplay and most of all texture choice and atmosphere!
here're the demos: http://vondur.net/files/shadow.7z
Sock
#232 posted by RickyT33 on 2013/01/08 19:18:50
You get 21/20 for the map just for the brushwork and texture job. Those arches are stunning. Really inspired construction.
New Video
#233 posted by sock on 2013/01/08 20:20:12
Another game play video, this time on S1M1 featuring lots of tricks, tips and sudden deaths!
https://www.youtube.com/watch?v=oxbWypUlQQg
@ijed, I always listen to feedback, it makes my stuff better!
@vondur, you are star, thank you very much :)
@RickyT23, thanks, did you try stealth mode?
#234 posted by necros on 2013/01/09 02:06:50
I watched it, and while I do know everything about how it works, I think the new messages make everything clear. Sometimes it's not always clear on why a monster wakes up unless you understand all the rules. Explaining why the one ogre woke up when you stood in front of it is, while maybe a bit verbose, explains the basics on the system well.
What Necros Said
#235 posted by - on 2013/01/09 19:37:13
The further messages, and also the page you wrote on moddb, really help drive some of the concepts home.
Final Video
#236 posted by sock on 2013/01/09 23:23:39
The last one in the set of gameplay videos showing hints, tips and sudden death moments.
http://www.youtube.com/watch?v=jApMw5hcKBk
It took me ages to plan the routes, enemy encounters and then finally syncing it all to music to make the right impact. Some of the sequences I probably played 50+ times to get the perfect demo but it was worth it in the end. I played a lot with poison bolts in the gameplay videos and it turned out to be a lot of fun, I might try a poison bolt only mode (no axe) and see how it works out.
Anyway thanks everyone for the feedback so far it has been awesome. Its shame some regulars here did not reply but I am sure they have their reasons. Time to get back to making stuff and not constantly waffle in this thread!
#237 posted by necros on 2013/01/10 01:34:31
That was cool. :) I never really thought of playing it at such a fast pace. You must have been laughing at how long it took me to get through the levels. ^_^;
Sock
#238 posted by nitin on 2013/01/10 10:45:11
honestly, time is the only reason at the moment, just bought a place and so thats kept me busy.
Havent played tronyn's map either yet. OR his previous arcextra ones.
#239 posted by sock on 2013/01/11 19:19:08
@nitin, its fine I do understand that everyone has life stuff to do, I was simply expressing my disappointment that's all. I thought after so many years of hanging out at this place and finally making some Q1 content that the regulars here would be more vocal. Oh well time to get some chill pills! :)
#240 posted by sock on 2013/01/11 19:26:11
@necros, I made these extra video's because I keep seeing people in demo's not doing any advanced stuff like firing bolts and ducking behind corners. I am not sure why nobody uses this trick because it allows the higher stealth skill levels to become easier. Totally out of ideas of what to do, besides make more video's!
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