Unfortunately this project is on the backburner until I finish my current projects. This MOD is not dead, just in hibernation for the winter!
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
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.
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.
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
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
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.
Buy it on Steam, download custom engines and enjoy 900+ maps
Original Game - Store.steampowered.com
Alternative Engines - Steamcommunity.com
Custom Content - Quaddicted.com
Please remember to vote and post some feedback.
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.
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.
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.
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.
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.
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.
Thanks, hopefully more people will be interested in playing Quake with the new engines.
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.
I am also surprised how good Quake can look in the DP engine with subtle coloured lighting and a few nice shaders.
Thanks, hopefully the next demo will be even more fun.
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.
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.
Thanks everyone for the kind words and support! :)
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.
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.
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.
I am looking forward to completing the next version
Thanks, I have always loved fighting against Hell Knights and now there is an army of them!
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.
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.
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!
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.
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.