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InsideQC Forums • View topic - Quake MOD - In The Shadows

Quake MOD - In The Shadows

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Re: Quake MOD - In The Shadows

Postby ceriux » Fri Dec 07, 2012 2:58 am

i voted for you =D
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Re: Quake MOD - In The Shadows

Postby Chip » Fri Dec 07, 2012 12:53 pm

I also voted, tweeted and shared on Facebook. Good luck!




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Re: Quake MOD - In The Shadows

Postby Nahuel » Fri Dec 07, 2012 6:47 pm

you have my vote :)
hi, I am nahuel, I love quake and qc.
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Re: Quake MOD - In The Shadows

Postby sock » Sun Dec 09, 2012 8:54 pm

Finally after months of testing, tweaking and huge amounts of coding, drawing and level design I present version 1 of my MOD 'In the Shadows' which features three maps, two game play modes (vanilla/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.

(13.2mb)


Recommended Engines:


Video's on youtube


Screenshots (1024x768)
Image
Image
Image
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Re: Quake MOD - In The Shadows

Postby mankrip » Mon Dec 10, 2012 3:29 am

Voted!
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Re: Quake MOD - In The Shadows

Postby scar3crow » Mon Dec 10, 2012 4:32 am

I look forward to giving this a go.
Newsed, along with an encouragement to vote for it!
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Re: Quake MOD - In The Shadows

Postby sock » Mon Dec 10, 2012 1:32 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby ceriux » Mon Dec 10, 2012 7:58 pm

so in this release is the crossbow thing not included?
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Re: Quake MOD - In The Shadows

Postby sock » Mon Dec 10, 2012 9:38 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby sock » Mon Dec 10, 2012 10:22 pm

** 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.

(Youtube Video)
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Re: Quake MOD - In The Shadows

Postby r00k » Tue Dec 11, 2012 1:30 pm

I noticed something small but might be worth checking. I was playing the game thru using chase_active 1, i got 1 ring of shadows and then found another before the 1st ring ran out. Then I went down to the pit of bones and heard the ring run out but my player model stayed as "eyes". So, im not sure if it was because I took two rings or if your not resetting the modelindex_player, or calling player_run(); after the invisible time runs out? :|
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Re: Quake MOD - In The Shadows

Postby rebb » Tue Dec 11, 2012 4:39 pm

Truely impressive work, and just in time before the world ends too :wink:
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Re: Quake MOD - In The Shadows

Postby sock » Wed Dec 19, 2012 2:05 pm

Daz from custom gamer (youtube channel) has posted a couple of video review/playthrough's of the MOD. If you cannot play the mod then these video's should give you a good impression of what it is about, plus they are short enough to watched during a lunch break! :)

Part 1 -
Part 2 -
Part 3 -

@r00k, I will check the code for the player model problem. I suspect it is something I did with the weapon cycle code. Thanks for the feedback.
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Re: Quake MOD - In The Shadows

Postby sock » Sat Dec 22, 2012 12:25 pm

Well he was evil, but he did build a lot of roads. - Gogglor
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Re: Quake MOD - In The Shadows

Postby ceriux » Sun Dec 23, 2012 7:48 pm

i didnt really encounter any bugs when playing, id say that even though the maps are really nice they were kinda hard to navigate. i saw in a video the arrows point to the current objective or something. maybe in the beggining of the map you could have a centerprint and some pointing out the initial routes. that way people are aware that they're actually doing this.
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