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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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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. 
Stealth Helper System 
Image 1Image 2

It could be toggled on/off via a console command or maybe it is on by default for easy skill level? Any thoughts? 
I Say 
On for easy, maybe auto triggered for training, then turned offin other skills? 
@sock 
I have played the original release, though I haven't checked out the updated release yet. I'll plan to do so in the upcoming weeks and record a few demos while doing it.

Even though the stealth system took some time getting used to (though not that much, since I enjoy and am pretty good at first person 'sneakers'), it was highly enjoyable and heavily atmospheric. I remember being struck in awe as I witnessed the smoothness and elegance of your brushes, and how all the elements are seamlessly woven together to form a perfect whole. What Willem has recently expressed was also on my mind at that time: if only this effort could have been taken further to give a proper facelift to all of the original episodes, then ITS would be the ultimate homage to the classic shooters of yesteryear - taking what has already laid down to the heart, emphasizing their greatest aspects, glorifying the whole low-poly artistic quality of them and refining the subtle mechanics behind it all to form an even better balance.

You are clearly a very talented artist and I salute you for all your efforts. I hope your work gets the appreciation it deserves from a wider audience. 
I Agree With Drew 
 
Np 
Was being touchy.

I get it as well, because it's what we wanted to do as well. The revamp, Schism, is more oldschool than RMQ became before it fell apart. This time we're pushing for focus, even though we're including a 'hirez' (like Q3 polycounts) treatment for the enemies.

For the ITS visibility arc helper, I agree with Drew as well.

How goes the progress? 
 
sock, I'm gonna hit you!

http://www.polycount.com/forum/showthread.php?t=41232 warning, ~400 pages of awesomeness. 
 
I would absolutely want to play with the helper system on high skill levels. I always hoped for something like that (like in Commandos)!

Be aware that red and green are bad (in much varying amounts) for about 8% of males. Yellow/Orange and blue would be safe, might look bad though. If possible let them also adjust the transparency. It would look less good but be much easier to see with solid shapes. You can find nice helpful people to look at images and tell you what they see at https://pay.reddit.com/r/colorblind . http://colororacle.org/ is a great tool to simulate color blindnesses.

The safest way is to differentiate by lightness instead of hue. 
 
Playing around in Inkscape. Random doodles of Procrastination. That is simulated green and red blindness, about 1% of males have each. ~4.5% have green deficiencies. http://i.imgur.com/exzXqRm.jpg 
Err 
Why would care about this unless you're suffering from that condition yourself?!

As for the helper system, I think it's okay for a cheat code or even a powerup. If implemented as an option for easy skill that is permantly displayed, it's overkill imo. Better if it were to briefly appear and fade out again every time the eye distance symbol changes.

If this was by activated on all skill levels by default, however subtle, it would totally put me off the game. 
Going In Circles 
It seems everyone wants them for easy/training skill level and a toggle switch (console impulse command) for the other skill levels. I will add this to the next release, it certainly makes the stealth much easier to understand. Cool idea inspired by watching Ankh's demo's. :)

This is the reason I stress so much to people to take the time to record first playthrough demos. They are the best kind of feedback you can get for finding problems and fixing them.

@erc, thanks I did not realize you had played the first one. Once the initial learning curve is over the stealth system can become fun. When the player learns how to move mobs around with the distraction bolts then it feels like herding sheep! :)

@ijed, progress is slow, still got a large list of stuff to do. Did another pass on the QC and upgraded the particle system to work with a fixed bank of entities, much more robust and less memory fragmentation problems.

@spirit, I have never though about colour blindness and computer games before. There are large visual clues specifically designed to be red in Quake (shootable buttons) which must be difficult to understand. I can certainly do a second helper circle for colour blindness (using contrast) but not sure how I can let the player adjust the alpha from the console. I don't know how QC can take input values from the console. 
 
If this was by activated on all skill levels by default, however subtle, it would totally put me off the game.

I plan to enable the circle helper for easy skill level, dealing with training enemies or if the player enables the option via the console (impulse command). The default for skill normal, hard, nightmare will be off.

The idea for this feature is to get players comfortable with the stealth system so that when they ramp up the skill level it becomes a greater challenge. I really want players to understand and use the skill levels, I am strong believer in the benefits of skill levels in Quake. 
Spirit 
And a very small percentage of females as well.

most of my family are colourblind, including my sister - but I dodged the bullet. 
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