Have you ever wanted to sneak around the Quake universe, pick the right moment to bypass the guards or escape an angry mob trying to find you?

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11 comments by simonoc on Apr 10th, 2013

This project has taught me many lessons over the last six months and the most insightful was the understanding of what a 'target audience' is and how the game of Quake is now a niche product. Don't get me wrong this is not a bad thing, the people who play Quake nowadays love the game and are the perfect fans, but sadly thou there is not many of them!

I assumed that if I could get enough Quake fans interested in my MOD that I could go further than just a casual project. Unfortunately for me the fanbase of Quake is not very large and at the end of January I decided to stop working on this MOD because I needed to spend more time on other projects.

During the development of this MOD I created a lot of extra assets ready for future maps and special encounters (boss battles) and I thought it would be shame to let them go to waste. So I have decided to keep working on this project, but it will be at a slower pace than before.

Central Courtyard
The central courtyard of Baramous Keep

I still think this project can rekindle the Quake fire in many players hearts, but this goal is not going to happen over night. Even thou Quake is not the darling of the press anymore I still think the fantasy worlds of Quake can offer a lot of cool and rich experiences which I feel is lacking in many modern day shooters.

The making of the demo forced a lot of things into the first map which should have been separate so that they can be accessed and understood better. Players of the demo were expecting the start map to be a hub connecting everything together. The next version of the MOD will feature a new start map called 'Baramous Keep' where the player can quickly try the stealth tutorial, easily pick a new map to explore or discover the secrets of who built the place and why.

New Assets
A collection of new and remade assets ready for the next release

The story of Lord Aramis takes the player to many new locations and most of them have new enemy types as well. For example the court of the realm is located at the Keep of Aramis which is full of flail waving blue knights while the Blackforge is deep underneath the fire mountains and packed full of angry hammer wielding ogres. Most of these assets have been created, skinned and animated ready for their new location, all I need to do is just finish the maps!

One thing that has bothered me about the original Quake assets is the horrible stretching and general appearance of the model skins. Between various long map compiles and the need to do something different every once in a while, I started working my way through the original assets remaking them with new skins and extra details fitting with the atmosphere of the MOD.

Slice and Dice Traps
New traps and tricks to spice up gameplay

The original game of Quake was not an endless stream of shooting bad guys but did feature plenty of moments (especially in episode 4) where the player had to overcome traps to progress. The mission pack by Rogue introduced a lot of awesome trap mechanics which I have re-created and included in the MOD to add a much needed change of pace to gameplay.

The monsters of Quake have a very limited sound vocabulary and often have a single pain, sight and idle sound to express themselves to the player. With the aid of freesound.org I have been busily adding more sounds to the monsters so that when the player is in stealth mode, the environment feels more alive. The extra variety works especially well with new footstep and armour sounds as these audio clues can help a player know what is around the next corner.

Main Tower Staircase
The Main Tower Staircase of Baramous Keep

Once the new maps are finished and tested the new version of the MOD will be released, but when this is going to a happen I cannot say at the moment. As and when new areas of the maps are finished I will post screenshots and as always all feedback is welcome, just let me know what you think in the comments.

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In The Shadows - Demo Version 1.1

In The Shadows - Demo Version 1.1

Dec 30, 2012 Demo 11 comments

New tutorial and on screen help to understand the stealth game play better.

In The Shadows - Demo Version 1.0

In The Shadows - Demo Version 1.0

Dec 9, 2012 Demo 0 comments

Demo version 1.0 with 3 maps and 2 game play modes.

Post comment Comments  (0 - 10 of 35)
Rus[T]
Rus[T] Apr 28 2013, 8:59am says:

This looks awsome, very fresh!

+2 votes     reply to comment
razorb
razorb Apr 12 2013, 4:35pm says:

LOVE this! :D

+2 votes     reply to comment
lowenz
lowenz Apr 11 2013, 12:39pm says:

It's simply EPI_Q.

+2 votes     reply to comment
ceriux
ceriux Apr 10 2013, 11:33pm says:

Moddb needs to give this some front page love!

+3 votes     reply to comment
Naburus
Naburus Jan 17 2013, 12:43am says: Online

this is really really cool man

+2 votes     reply to comment
simonoc
simonoc Jan 20 2013, 6:09pm replied:

Thanks, I am glad you like it.

+1 vote     reply to comment
ceriux
ceriux Jan 15 2013, 4:54pm says:

plays in qbism pretty well =D

+2 votes     reply to comment
simonoc
simonoc Jan 16 2013, 10:13am replied:

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?

+1 vote     reply to comment
Guest
Guest Jan 12 2013, 1:27pm says:

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simonoc
simonoc Jan 13 2013, 10:36am replied:

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.

+1 vote     reply to comment
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simonoc
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Released Dec 31, 2012
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First Person Shooter
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