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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.

In The Shadows - Stealth Mechanics - Mod DB

As always, feedback is welcome and any questions you may have please leave in the comments below.

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