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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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I recommend you limit the particles from demo files by marking them in some way that your engine ignores them. Particle movement/creation bloats demo files really bad, which is a shame because they are handy for highlighting events and making the world feel more alive.

I tried to use particles to lead the player especially if there is an items that I want the player to notice. (example s1m2 - YA) It is really tempting to add loads of particles to everything but sometimes less is more visually like for example torches.

Initially I experimented with particles changing vector/direction during their life time but you can get better effects with particles in linear lines with variable time instead.

I recommend you create a good base of particle sprites (colour/shape/size) because they can be mixed together to create interesting effects.

Here is an example of torch effect I used:
else if (self.style == PARTICLE_STYLE_TORCH) {
self.noise = PART_TORCH1; // Embers - Red/Yellow
self.noise1 = PART_DOTSML_GOLD;
self.noise2 = PART_DOTSML_GREY;
self.cnt = 3; // Total particle types
self.height = 1; // All
self.view_ofs = '0 0 0'; // Bottom of flame
self.count = 8; // Should be active when close
self.health = 2; // Short Life
self.angles = '0 0 10'; // Fly up
self.mangle = '1 1 0'; // Volume (X/Y/Z)
self.v_angle = '4 4 0'; // Slight wobble
self.idealpitch = 384; // Close range distance
self.speed = MOVETYPE_NOCLIP; // No world interaction
self.delay = 0.25; // Frequent (runs all the time)
self.wait = 0.25; // Spawn rate randomness
self.pausetime = 8; // High timer
}

Probably the most important part is the pausetime and idealpitch fields because this makes sure that the particle emitter is not producing particles unless close to the player. In a medium sized map that can make a big difference and only checking the emitter every 8s + random offset, will not strain combat. Plus if a player is in an area longer than 8s then they are looking for something and they are more likely to notice the particles. 
Ok Finally Intend To Play This 
fitz 085 is the recommended engine? 
 
actually it's better with baker's mk5, otherwise centerprint messages get cut off. 
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? 
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