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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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#16 posted by Spirit on 2012/12/10 17:06:57
They Mean
A certain cvar that may or may not control texture filtering (not saying, do your goddamn research instead of shitting upon the thread).
Awesome maps Sock, I tried s1m1 in vanilla mode and I was blown away by how much detail is packed into the old thing. Found 11/13 secrets, all of them were great and satisfying. Forgot to record a demo... but I didn't do anything that would be surprising to see in a playthrough of E1M1, I guess. I'll record one for s1m2 I promise!
The start map was also great (love the new AI, and all the particles), only 1 lonely secret :(
Every single piece of content, be it a texture, a model, or a sound, oozes precision and competence.
Sorry to omit the stealth part completely... maybe it will grow on me sometime later.
#18 posted by skacky on 2012/12/10 17:32:58
Thanks sock. I wonder if it's possible to properly ghost In The Shadows, meaning no harm done and without alerting anyone. It would be quite a challenge, but it would be awesome if it was possible. So far I'm just having fun backstabbing monsters and searching secrets.
Argh
#19 posted by ijed on 2012/12/10 18:05:26
I got lost.
Here are some terrible demos:
https://www.dropbox.com/s/z73cpzf9601ekf2/ijed_its_demos.zip
I crashed fitzV on the second attempt, apparently recording a demo over a demo.
I'm not a stealth player at all, but my problem was simpler - basically, I couldn't figure out how to open the vault. Even the thing of not waking the fiend and drowning it near the start confused me - what activated the pit's buttons?
Possibly a useful playtest, since I couldn't figure out anything :<
Frustration
#20 posted by sock on 2012/12/10 19:17:20
@ijed, I can certainly understand your annoyance at not being able to open the vault. Once you got frustrated you did the same thing over and over except really fast and with less looking around. Thank god Mark V has fast forward on demo's, otherwise I would have stopped.
The vault was never designed to be an obvious route because the bonus maps s1m1 and s1m2 were suppose to be a secret. I wanted to release a demo but the proper maps to continue ('Aramis Keep' and 'The Forge') were not complete. So I decided to switch everything around so that the bonus maps were the primary focus, but I did not really address the hidden button issue of the vault. (certainly a mistake on my part)
The button to open the vault is large and well lit, but it is up on a wall and the player has to look up. Personally when I am in your situation I just stop playing because being frustrated like that will sour your whole experience of the MOD.
PS. Don't try the stealth mode of the MOD, you will end up throwing you computer out of the window! ;)
S1M2 vanilla demo
Brilliant and sweet like S1M1.
Heheh
#22 posted by ijed on 2012/12/10 20:01:19
I think that's a Valve qoute 'the hardest thing to do in level design is make the player look up'.
I actually found more secrets than regular playthrough buttons.
In my defence I was playing on my lunch hour, so didn't have the right frame of mind for a stealth game... will give it another try later on with more calm.
#23 posted by sock on 2012/12/10 21:18:03
@onetruepurple, awesome demo, you found loads of secrets and no monsters did anything weird! Also you have to remember not everything you see and play with in the map is designed for vanilla. Some of the closets and traps are designed for stealth gameplay only.
@ijed, I know most of the tricks for getting players to look at things, but the vault button was designed to be a secret, hence the difficulty. I would recommend playing this at home, lights off and head phones on! There are plenty of ambient sound effects to keep things busy in the background.
Stealth Avoidance - Gameplay Video
#24 posted by sock on 2012/12/10 22:27:09
** spoiler alert**
If you intend to play the stealth mode of this MOD and want to discover routes for yourself, then avoid watching this video link.
Here is an example of the Avoidance Stealth gameplay on the map 'Stealth Gate'. I don't show everything, but trust me it possible to complete this map without a single kill.
Stealth Avoidance (Youtube Video)
WOW
#25 posted by anonymous user on 2012/12/10 23:42:29
This is awesome looking stuff! huge shumbs up!
Yeah
#26 posted by ijed on 2012/12/11 00:06:15
'Play it properly' was good advice. Just finished e1m1 (sorry, no demo) and was totally immersed in the evil sneaky place you've created. And I looked up a lot. Following all the vertical light beams, details and particle effects you'd carefully placed...
I played the stealth mode and liked it a lot.
I have a few gameplay suggestions - just some thoughts that occurred while playing most likely they're not relevant.
When losing the amulet's effect it'd be cool to have a smash or break sound, the fog colour was a bit subtle until I realised and started watching for it.
I didn't realise poison bolts could cause infighting until checking the impulse command for stealth rating. Once I had I wasted all my bolts on getting the regular guys to chop each other up and had none left for the enemy at the end. Maybe copy the poison bolt to a new colour and name, and make that the 'infighting' bolt? That way you can have a separate learning play instance for causing infighting. Probably won't fit in with your overall plan though.
The amulet destroying all the ammo was ok I guess... but here comes the least feasible idea. It might be nice to replace the ammo with treasure in stealth mode. Kind of like in Necros' last map or Drake. Just to give the player something to hunt for and collect. Some enemies could drop the stuff as well.
Anyway, a lot of fun, thanks.
Will record a demo of the next map.
All That
#27 posted by ijed on 2012/12/11 00:19:47
Is just my own random musings - the game caught my imagination :)
Recording Demo
#28 posted by sock on 2012/12/11 00:36:03
To be honest I am only after the first play through demos because they will show exactly how the player views the level for the first time, which is by far the most valuable feedback. Otherwise it will just be a demo of someone knowing where they are going and knowing what to expect.
@ijed, Someone else suggested splitting the poison bottles into more gameplay functions but then it just gets more complex with multiple potions doing different things for different bolts. I tried to help with the poison bottles by putting them close to where you might need them (large health mobs). Sadly that did not work out too well and I have just the right saying for that ...
'you can lead a horse to water but you can't make it drink!'
When the amulet is disabled the fog changes colour and the quad wearing off sound file is played endlessly. Did you not hear it? Did you have the quake cd music going?
If armour and items are replaced with different items (gold coins for example) to collect what is the player suppose to do with them at the end of the map?
#29 posted by necros on 2012/12/11 01:24:29
doesn't have to be replaced with treasure, there could just be like a 'items destroyed' score. :)
I found that I was going out of my way to destroy as many items as possible without realizing it.
Impulse 225
#30 posted by sock on 2012/12/11 01:37:43
The stealth stats screen (printed the console) records lot of wacky stuff, items destroyed, ghosts killed, zombie knockdowns and of course the usual stuff! :P
#31 posted by necros on 2012/12/11 01:42:04
heh, I admit I did not look to closely at it. :)
Was busy admiring brushwork.
Awesome Maps !
#32 posted by Barnak on 2012/12/11 05:03:00
Man, these maps are really awesome. Just too much !
There's so much love and patience in this mod, it's incredible.
It's hard to believe Quake1 lives so much today, after all these years !
You guys rock !
S1m2 Demo
#33 posted by Fern on 2012/12/11 05:30:16
http://www.suspenlute.com/stuff/fr3ns1m2e.zip
Also why does the amulet have to destroy weapons and ammo on contact? I think target-killing everything throughout the map as soon as you pick the amulet up would be less distracting and artificial.
#34 posted by Yhe1 on 2012/12/11 06:08:20
I can manually enable gl_texturemode 4, will this cause any negative effects?
Seems to be opengl when running under directq also
#35 posted by sock on 2012/12/11 10:21:30
@Fern, wow that is certainly a different way to play stealth! hehe The respawn sound you were hearing (in the demo) was the stealth alcoves, this is where you can hide and the AI will not see you if the amulet is working. Some mobs are setup as turrets and will not chase you until their health is lower. The wizards can be dealt with by the electric traps. The blue key door is a trap on stealth mode, use the stealth alcove to the side, it will allow you to avoid the ogre.
@yhe1, besides the textures looking blurry!?! :P
I'm a fan. I'd prefer them in gl_texturemode 3 tho ;} (Kinn 2012)
First Stealth Game I Ever Played
#36 posted by Fern on 2012/12/11 10:31:31
...in my life
and i'd recommend using a different sound for the alcoves.
#37 posted by Spirit on 2012/12/11 11:43:46
I am being a total Daz because for some reason whatever engine I try (requiem, quakespasm-svn, sdl fitzquake, fitz085 in wine) I always get vanilla monsters and combat (books and everything works, so the progs.dat is loaded). Help!
yhe1: You do not want "GL", all engines mentioned here use OpenGL. You mean texture filtering: http://www.quaddicted.com/engines/software_vs_glquake#texture_filtering
sock rocks for setting it to pixels, looks so much nicer.
#38 posted by Spirit on 2012/12/11 11:44:41
FYI I did not read anything below the Installation part of the readme to avoid spoilers. If the information is hidden in there, well, meh.
Spirit
#39 posted by Fern on 2012/12/11 12:09:39
the start map is vanilla until you find the vault button :P
#40 posted by sock on 2012/12/11 12:10:21
@spirit, if you want to play the stealth mode you need to pick up the amulet. This item is freely available at the beginning of the bonus maps s1m1 and s1m2. It should be in an alcove next to the spawn.
To find the amulet in the start map you need to explore and find the shadow vault. Unfortunately the method for opening the shadow vault is awkward, just keep searching in the room outside the vault. Once you open the vault and complete the shadow training all the bonus maps are freely available. (linked portals)
When you complete one of the bonus maps (s1m1, s1m2) you are put back in the start map which will change depending on what silver door you open. The start map has plenty of routes, secrets and places to explore or get lost! :P
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