Posted by simonoc on Aug 3rd, 2012
I remember when Quake first came out and I discovered there was this amazing scripting system called Quake C which allowed the creation of new functions and entities that could be added to your own map. At the time I thought it was awesome and I set about creating my first MOD featuring hell knights being resurrected with lightning bolts and the player fighting their way through large castle layouts. Sadly I had a hard disk crash and lost all my work but to be honest it probably was for the best!
Over the years I have mapped for plenty of different engines, but I always end up making Quake like brown stone castles, but for other games. A couple of years ago I made a map called The Edge of Forever for Quake III featuring high resolution medieval brown textures, a ton of crazy entity scripting and large puzzle machines, the only thing it was missing was the Quake monsters!
Recently a friend of mine made a Quake single player map within a one month timeframe and it rekindled my interest in trying to make something with quake again. I told myself that I would start with something small and simple and keep to the original assets. Well that plan did not go too well and several months later I have written a ton of code and created a huge variety of new art assets to decorate my maps with.
I have always been a big fan of the Thief series and I thought it would be a cool idea if I could sneak around in a Quake map killing monsters from the shadows. So after a lot of coding, biting of nails and plenty of test maps I finally found a way to create some stealth game play and I think it is a lot of fun. So I have setup a MOD page here with some screenshots and a video showing the basic stealth mechanics and hopefully I will find some other like minded people interested in my stealth project In the Shadows.
As always, feedback is welcome and any questions you may have please leave in the comments below.