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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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Sock, these screenshots are awesome! 
 
looks great. thought of including axe sound and animated HD explosions from Bastion/Marcher Fortress to your mod to make it even better? would be blast 
 
@Jaromir83, the sprites in Marcher are certainly amazing quality but I will need Kinn's permission to use them. I do like what he did with gibs, having multiple frames for different sizes. :) 
 
@sock, Ive asked him, I believe it would not be technical problem for u to include the stuff 
 
@Jaromir83, it seems you have had better luck than me, I too emailed Kinn but got no reply. I would love to add the sprites and gib stuff he did with Marcher, but unless I get an email reply from him I am not going to add it. 
Sock, Jaromir 
Sock - my procrastination does not discriminate. I hadn't replied to either you or jaromir up until today. Been balls-deep in work stuff :{ I have replied now though, so check your mails :} 
RPS Pimpin' Sock 
RPS Pimpage 
@Bal, I am totally surprised by this, it is the highlight of my week! :D 
That's 
Some good exposure, congrats! 
 
@Jaromir, I eventually got hold of Kinn and got a chance to see what he did with his gib QC and it is indeed an awesome feature. (Something I did not really notice when I played Marcher years ago) I created my own set of unique gibs and borrowed his sound assets and it works a treat.

The recent RPS exposure has been a real eye opener simply because of how many hits something like this can generate. Here is the stats for that day and it is off the chart. I got nothing like this at xmas and I was producing promotional content like crazy. The best news of all is that the author of the RPS article would like to see the next release! :) 
 
thousands of spectators, wow. I knew it will be no problem for you (with your modding skills) to include the features, great! 
DarkPlaces 
rtlights + liquid shaders = Pixel P0rn 
 
That's looking really nice 
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!! 
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