Comment History  (0 - 30 of 66)
simonoc
simonoc Oct 22 2014, 7:26am replied:

Unfortunately this project is on the backburner until I finish my current projects. This MOD is not dead, just in hibernation for the winter!

+3 votes   mod: In The Shadows
simonoc
simonoc Oct 22 2014, 7:16am says:

You should create a thread for this mod at the QuakeOne forums, a lot of people there use the DP engine and they might be able to give you more feedback running your alpha with different hardware.
'http://quakeone.com/forums/quake-mod-releases/works-progress/' -> Quakeone.com

+2 votes   article: Katharsis Alpha 0.1 is out. Get it!
simonoc
simonoc Sep 30 2014, 9:23pm replied:

The front portcullis is opened by walking up to it, there is trigger just infront where the knight is standing. I recommend you play this map with a Fitz or QS client, check the readme file for more details of where to download them from.

+1 vote   article: The Horde of Zendar
simonoc
simonoc Jun 18 2014, 6:58am replied:

I am glad you enjoyed it, the falling factor can be annoying at first, but it brings so much tension to the map experience that it would have been a shame to remove it. I highly recommend you try Horde of Zendar next.

+1 vote   download: Q1SP - Metal Monstrosity
simonoc
simonoc May 31 2014, 1:54pm replied:

Rich Douglas recently recreated the music for Quake in a high quality format. It is really good and faithful to the original and I highly recommend anyone to download it.
Link - Moddb.com

+6 votes   article: Metal Monstrosity
simonoc
simonoc May 31 2014, 1:45pm replied:

All those maps highlighted in that retro article were created by me. I recommend anyone who likes this map to try out The Horde of Zendar as well. Link - Moddb.com

+3 votes   article: Metal Monstrosity
simonoc
simonoc May 29 2014, 7:13am replied:

This is a very good question and something I have been wanting to do for sometime. Unfortunately the majority of the new work on this mod has been coding new features and creating full bright box maps to test out the gameplay. Once I get something more visually exciting, I will do a big news update.

+2 votes   mod: In The Shadows
simonoc
simonoc May 28 2014, 6:37am replied:

Buy it on Steam, download custom engines and enjoy 900+ maps
Original Game - Store.steampowered.com
Alternative Engines - Steamcommunity.com
Custom Content - Quaddicted.com

+9 votes   article: Metal Monstrosity
simonoc
simonoc May 27 2014, 10:44am replied:

Quaddicted.com

Please remember to vote and post some feedback.

+5 votes   download: Q1SP - Metal Monstrosity
simonoc
simonoc Feb 20 2014, 9:40am replied:

I would recommend you create proper set of game logic entities to use in your project. The original Q3 engine has many limitations with entity types and quantities, it really is fine tuned for MP gameplay mechanics only.

+1 vote   download: Q3SP - The Edge of Forever
simonoc
simonoc Feb 17 2014, 7:48am replied:

Thank you very much for the compliment and I am glad you enjoyed the map, but there are no plans for part 2. It started life as an experiment into 3D scripting, but I soon realized it was a crazy thing to do with such a limited engine.

+2 votes   download: Q3SP - The Edge of Forever
simonoc
simonoc Feb 16 2014, 6:10pm replied:

I highly recommend to play the map on normal and hard skill level, they are a different experience. Also if you are playing the map for a second time, try to find the upper route first, the reverse direction rewards the player with more powerful weapons early.

+1 vote   download: Q1SP - The Horde of Zendar
simonoc
simonoc Feb 8 2014, 6:34am replied:

You are totally right, it is indeed very cheeky of me, but there are so few people left who are interested in Quake that I thought that even some programmers might want a quick blast through an old style custom map. If you want me to leave the QC group out from further updates, please let me know.

+1 vote   article: The Ivory Tower
simonoc
simonoc Feb 3 2014, 2:27am replied:

I am still working on this MOD, just not all of the time. Hopefully soon there will be an update released with new maps, monsters, art assets and lots of Dark Places visual enhancements.

+2 votes   mod: In The Shadows
simonoc
simonoc Feb 3 2014, 2:22am replied:

It is called a demo because the MOD is not complete. This version is just a couple of maps (S1M1,S1M2,TOS) and the base stealth combat system. This demo was produced to give people an impression of what the final MOD will be like when finished.

+1 vote   download: In The Shadows - Demo Version 1.1
simonoc
simonoc Sep 1 2013, 1:22pm replied:

Thanks, hopefully more people will be interested in playing Quake with the new engines.

+3 votes   mod: In The Shadows
simonoc
simonoc Sep 1 2013, 1:19pm replied:

Unfortunately there is no surface triangle movement because of how liquids work with the Quake Compiler Tools. I did add a subtle turbulence and X/Y movement to the texture so that it gives the illusion of movement.

+1 vote   media: Slime Pit Hazards
simonoc
simonoc Sep 1 2013, 1:15pm replied:

I am also surprised how good Quake can look in the DP engine with subtle coloured lighting and a few nice shaders.

+2 votes   media: Slime Pit Hazards
simonoc
simonoc Aug 21 2013, 5:12pm replied:

Thanks, hopefully the next demo will be even more fun.

+2 votes   mod: In The Shadows
simonoc
simonoc Aug 21 2013, 5:10pm replied:

I was totally surprised by the RPS article, it has made my week. I certainly understand your views towards Quake, I found it such a blast to play. This MOD is about capturing the essence of Quake but from a different angle, hopefully everyone will enjoy the trip down memory lane.

+2 votes   article: New Toys
simonoc
simonoc Aug 5 2013, 2:16pm replied:

You are certainly right, I did post after Christmas I was not going to work on this project anymore, but I changed my mind after I found I had a ton of stuff that I had not finished and thought it would be a shame not to release it. I am glad you like the visual style, I really want to maintain the retro pixel look of Quake for this MOD.

+3 votes   article: New Toys
simonoc
simonoc Jul 29 2013, 9:41pm says:

Thanks everyone for the kind words and support! :)

+1 vote   media: Down the Crypt
simonoc
simonoc Apr 26 2013, 5:48am replied:

I am not sure if mods will work with the phone versions of Quake. Getting the files in the right location can be difficult for regular pc Quake and phones typically don't allow much access to the internal file system. I think I will save telling Kotaku for the next release because it will be better for new players.

+1 vote   article: Winding around the Mountain
simonoc
simonoc Apr 12 2013, 8:45pm replied:

In the first room of the start map (Temple of Swords) with the rune pillars shoot the central ceiling light and you will see an alcove with the Amulet.

+1 vote   download: In The Shadows - Demo Version 1.1
simonoc
simonoc Apr 12 2013, 6:24pm replied:

Good point, the MOD is probably 50% for me and 50% for others. The highlight for me is seeing the demo's of other people playing the maps. Makes me smile when I know what is around the corner and the person playing is seeing it for the first time.

I also love seeing people doing ghost runs of the stealth maps, that takes a lot of time and effort to learn and it is amazing to see other players find their own routes.

+1 vote   article: Winding around the Mountain
simonoc
simonoc Apr 12 2013, 6:19pm replied:

I am looking forward to completing the next version

+1 vote   article: Winding around the Mountain
simonoc
simonoc Mar 27 2013, 1:52pm replied:

Thanks, I have always loved fighting against Hell Knights and now there is an army of them!

+2 votes   media: Knights of the Realm
simonoc
simonoc Mar 27 2013, 1:51pm replied:

Yes I am still working on this MOD, but extremely slowly. I have had these knights in various states of completion for a while now and they are finally finished with new sounds, a fully functional AI script and extra animations.

+2 votes   media: Knights of the Realm
simonoc
simonoc Feb 16 2013, 6:52am replied:

Thanks!

+1 vote   article: Exit stage left
simonoc
simonoc Feb 16 2013, 6:38am replied:

The problem is I don't know what the press really thinks of the MOD, ultimately they are the gatekeepers to the larger audience. I would love to know why it is not popular so I can fix it, but that is often not possible.

+2 votes   article: Exit stage left
simonoc
simonoc Feb 14 2013, 4:17pm replied:

An interesting question and something I have not considered. After weeks of marketing and lack of responses from large internet site I thought it would be better to let everyone know what was happening. It certainly would be ironic that when I decide to stop working on the mod it gets noticed!

+2 votes   article: Exit stage left
simonoc
simonoc Feb 1 2013, 5:12am replied:

The maps s1m1/s1m2 are based on the original ID maps which I rebuilt from scratch so the texture fit properly and the stealth gameplay has new routes.

+1 vote   article: Demo V1.1 Released!
simonoc
simonoc Oct 26 2012, 9:30pm replied:

I do plan to release all the source code/maps and write a few tutorials when I have something stable enough to release. So hopefully it should be enough information for anyone wanting to create their own stealth maps.

+4 votes   mod: In The Shadows
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