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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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You Should Try The Heightfog 
 
 
looks nice sock... what engine is this? 
Darkplaces 
 
 
@Spiney, cool idea but I will have to see if it is possible with fog triggers. That section of the map is very high and I do not want the rest of the map to have fog at that level.

@Fifth, it is the darkplaces engines. Lots of eye candy to play with! :) If you have any questions check quakeone or inside3d forums. 
I'll Check It Out... 
Though so far only directq seems to work with the surface pro due to the touchscreen. 
Heightfog 
Can be heightmapped with a texture I think, similair to terrain. I never tried that though. Fog triggers might be a nice way of doing it if it works. You might even try Q3 fog volume shaders, but I don't know if those work on Q1 bsp... 
 
So sock are you just experimenting, or are you taking a real run at making a map that is targetted at DarkPlaces?

I think it would be interesting to see a map that is designed from the get-go to take advantage of DP's features. I'm sure there are already some examples out there (anyone have recommendations?) but most of the uses of DarkPlaces features that I've seen have been attempts to retrofit new media/effects into environments that were designed for vanilla Quake. Fun to play around with for a bit but not real coherent. 
Just Candy 
@Johnny Law, this is just an eye candy layer for people who want to use the DP engine. I find the DP engine very slow on my computer and the new particle effects jarring compared to the Fitz engines. I like the DP engine because of the real time lighting, it is shame the shader support is so simple compared to Q3.

I am not sure it would be worth trying to create a map that is a DP only. I think it would be better to use a modern engine (UDK, cryengine) because the support community is better. I spend so long trying to find documentation for DP that it went beyond my frustration level. 
 
I think even an "eye candy layer" would be cool when it's designed by the person who made the environment. 
CandyTime 
A quick video showing the extra visual options of the Darkplaces engine; real time lighting, custom particles and various shader effects. 
Sock 
release this, my money is yours.
Man, this looks way more pornish than expected.
those Strudelteleports..
Would even pay for this to be released.!!! 
 
Looks hot!! 
Candybar Overdose 
@mfx, I love how the german language mashes words together! Strudelteleporter! :)

Shadowgate (S1M1) was the first test map I created for the mod and it seemed like a good place to start with my candy bar marathon.

Guard duty in the cave, a new beginning and an indoor slime pit! 
Why Would You Do This? 
 
 
@onetruepurple, do what? all the map still work perfectly fine in Fitz engines. This eye candy pass only works if the DP/FTE engine is being used. I want this mod to support more Quake engines with better specific content. 
Ah 
Keep buggering on then. 
 
I think the water looks too high res compared to the rest though 
It's Amazing Though How Much Those Subtle Coronas Add 
 
 
This is probably the only amazing use of the Darkplaces engine so far. It looks fantastic. 
Had A Look At DP... 
doesn't work on the windows surface pro either... so far only DirectQ works.

The touchscreen seems to mess up the mouse controls I think. 
The Lighting 
in shots 1 and 3 looks rad. 
Shot 1 
looks like a freaking painting! Great work. 
 
@Spiney, yeah the water/slime texture is double resolution so that the normal map can pick up light detail properly. I fixed this with the portal but felt the water needs the detail because it appears on large surfaces.

@FifthElephant, so you bought a computer than cannot run a 17year old game!?! :P

@SleepwalkR, I am using fog and light to give the image a nice vivid style, looks gorgeous in game. 
Meat Meat Meat! 
One of the primary features of the stealth system is that monsters explode into a shower of body parts and the default system is very basic (arm/leg/torso/slice) and the uv skins are a mess.

I think the killing of monsters should be something visually interesting, so I started by rework the existing assets and add new multiple frames for variety. The next step was to create custom body parts which randomly drop and the final step to add various explode and impact sounds to the gibs.

Here is a collection of the more unique body parts that can appear from monsters, this is an ongoing process and more will be made. 
 
"so you bought a computer than cannot run a 17year old game!?! :P "

Yeah it runs on DirectQ, but every other engine I have tried the controls go super crazy as soon as you jump in the game. The only thing I can think is the touchscreen causing trouble.

Even worse is I couldn't get the editor working either up until recently, I almost cried. 
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