The MOD was designed to work within the Quake universe and to make this standalone would require a new set of art assets. Part of the reason I picked Quake was my love of the original art style, it would be a shame to let that go.
This is the problem, trying to get this mod noticed is just a constant uphill struggle. Without a lucky break or an industry contact (journalist) this MOD is too far off the radar of most people. Making this MOD was a lot of fun for me, but it is time to cut my loses and move on to another project.
The problem with the Quake MOD scene is most new players don't own the game anymore. At least with the indie route you can supply the whole package and not have to rely on any existing software requirements.
Taken from the EULA for the toolkit :
"If You distribute or otherwise make available New Materials, You automatically grant to Bethesda Softworks the irrevocable, perpetual, royalty free, sublicensable right and license under all applicable copyrights and intellectual property rights laws to use, reproduce, modify, adapt, perform, display, distribute and otherwise exploit and/or dispose of the New Materials (or any part of the New Materials) in any way Bethesda Softworks, or its respective designee(s), sees fit."
I think this is the first time I have seen the EULA give away (creators) rights, anyone creating and releasing content will have no right over their creation. Besides the restrictive rights of use, I imagine this is a good tool for someone wanting to enhance their portfolio or show they can / understand new technology. The editor will certainly require a huge amount of time to learn but the end results can be spectacular compared to other engines.
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 recommend you try the FTE Linux Client
Thanks, I am glad you like it.
Awesome, good to know. How did you get on with the MOD? Did you find the stealth tutorial and play the extra maps ok? Was there anything you thought could be changed?
Standing AI will notice the sound of crossbow bolts and turn to face the source of the noise if it is within their distraction range. After a specific time the AI will turn back to what they were doing. All the AI are split into four groups which have a different radius/range for distractions.
All AI will notice if another AI is killed infront of them (front 90 degree angle) and start hunting for the player. The range is 512 map units and this can easy occur across a room if the AI is looking in the right direction.
Environmental triggers (door/buttons being used) will alert AI in vanilla quake but when in stealth these sounds are ignored. Footstep sounds are turned off by default and not noticed by AI because they are optional.
I only tested the MOD with two custom engines, Fitz and Mark V (there are links in the readme file of where you can download them). All of the textures and art assets I specifically designed to fit in with the original Quake assets so everything was consistent and nothing felt out of place.
I love medieval style architecture, I usually spend most of my holidays taking pictures of old buildings. The books were designed to catch the players eye and hopefully get them interested in the background story.
It would be cool if I did not need the original assets but this was initial reason I did the mod in the first place, I love the original art style.
Thanks, it was a lot of fun to create.
Thanks, I am glad you like the style.
Thanks, I hope you enjoyed played the MOD
This is a MOD that requires the ID Quake assets and a modern Quake engine because the maps break the original limits.
It is probably worth mentioning is that you don't start in Stealth mode, you have to find the Amulet of Shadows first. The start map is vanilla quake and is designed to give the player the chance to explore and discover what is going on in the world.
Awesome thanks, I did not know it worked with the Darkplaces engine.
The player is firing a crossbow bolt, but it is glowing a bright colour so it is easy to see for the player. In reality the bolt would be thin, dark and very hard to track with the eye, but for gaming reasons I wanted the player to see what is happening easily.
The stealth system is not based on light it is based on distance and what angle you are relative to the AI. Imagine the player like the predator (the film) you have a cloak of invisibility but it is not perfect. If you get too close to monsters they will notice something is wrong and attack. The stealth eye above the monster shows what they see but it is represented with colour. (green=ok, yellow=you are getting close, red=AI can see/sense something and is going to attack soon!)
The reason it looks easy is because I know exactly what to do and where everything is. In retrospect this is probably not a good idea for a video because it is showing a perfect 'nokill' run which as you said, makes it look too easy.
The stealth alcove at the beginning of the start map should only open once the player has comes back a second time. Did you get the amulet from training and walk back? Or was this a second play through coming back from one of the bonus maps?
Awesome, thanks good catch. I will update the readme file to fix the command line instructions.
I believe John Romero is making a new medieval FPS game already!
Congratulations to all the mods that made it into the top 100 list. I did not realize there was so many cool projects available on Moddb. There is also a lot of mods that did not have enough votes to qualify, when is MODdb going to produce the complete results list? So everyone can see how many votes they actually need to get into the top 100 for next year!
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.
If you don't fancy stealth gameplay all of the maps will support vanilla play (run/shoot) on all skill levels as well.
I am pimping the stealth part because it is different and probably the most interesting aspect of this mod. The stealth combat is designed to work with the faster quake movement and once all of the tricks have been learnt, the maps become much more rewarding to experiment with.
I picked the crossbow because it is mostly a silent weapon and something that could be used with multiple ammo types easily. The crossbow does virtually no damage because it is designed to influence the monsters into a position either to be avoided or assassinated. The next video showing proper encounters and an actual level to wander around and will hopefully answer your questions better.
Also I have got no idea how to get stuff noticed properly on moddb, it seems like everyone is doing endless updates and the news channels are just drowning in constant noise. :/
Thanks, yeah I love brightly coloured stuff. I spent too many years making WW2 stuff and grey/brown environments.