Quake MOD - In The Shadows
Re: Quake MOD - In The Shadows
@ajay, thanks, I am glad you like it. The test maps do take a while to create and I am trying to architecturally upgrade them at a the same time.
@ceriux, I can certainly understand the mix of monster and humanoid can be awkward which is why I am avoiding any soldiers and enforcers (IMHO tech theme does not mix well with medieval) and trying to keep to medieval themed humanoids. I have reworked the knight, hell knight and ogre to have more variety and added two bosses but I do like the vorn/shambler/demon mix with the knights, they all still feel magical/medieval to me.
@mankrip, thanks
Another screenshot of S1M2 "The Castle of Shadows" which should be more familiar ...

@ceriux, I can certainly understand the mix of monster and humanoid can be awkward which is why I am avoiding any soldiers and enforcers (IMHO tech theme does not mix well with medieval) and trying to keep to medieval themed humanoids. I have reworked the knight, hell knight and ogre to have more variety and added two bosses but I do like the vorn/shambler/demon mix with the knights, they all still feel magical/medieval to me.
@mankrip, thanks
Another screenshot of S1M2 "The Castle of Shadows" which should be more familiar ...

Well he was evil, but he did build a lot of roads. - Gogglor
Re: Quake MOD - In The Shadows
Nice work Sock, it's cool to see other people's remakes of id1 maps. Anyway, I'm mainly posting because of the underwater light fixture in that shot. Even assuming it's somehow magical light, having a lamp situated under water seems pretty techy for such a grimy dungeon.
Naturally, this will seem less jarring to some than to others. Just pointing it out.
edit; nice work on the textures, too.
Naturally, this will seem less jarring to some than to others. Just pointing it out.
edit; nice work on the textures, too.
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frag.machine
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Quake MOD - In The Shadows
Personally I like the way sock reuses stock textures in non conventional ways. The small slimy bricks in the upper part of the columns in the bridge, for example.
EDIT: For clarity.
EDIT: For clarity.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
Re: Quake MOD - In The Shadows
Agreed. Plus there's such a solidity and quality to the mapping. The stealth is also done better than most (maybe all) retail games.
Re: Quake MOD - In The Shadows
it would be cool if you could replace the ogres chainsaw with an axe or something. i'm meaning mainly the grenade launchers and stuff.. do you have someone who's been editing them models for you? could maybe even make the nade launcher look like a crossbow somehow =)
either way i dont mean any offence. i'm sure the mod turns out great either way.
either way i dont mean any offence. i'm sure the mod turns out great either way.
Re: Quake MOD - In The Shadows
@goldenboy, yeah I know what you mean but torches under water look even more silly!
I need light underneath the water so I went with the Q1 rune lights. If it was Q3 I probably would have done a grate and glass over the top surface. The thing that bugs me the most about the underwater lights is that the light compiler is flattening the texture so the yellow center has no depth, it does on the texture.
@frag.machine, I really wanted all my new textures to blend with the existing textures so I cut and paste and re-arranged the existing textures to make new stuff. I think the new textures make the overall style feel more Quake than just me re-painting everything with something new.
@ajay, I certainly agree, I try to design any architecture to feel like it could stand up in the real world. I try to avoid any flimsy designs or if it something that floats then I make it feel magically with particles and effects.
@ceriux, Haha, yeah I have been designing a ton of new models and stuff. The previous screenshots and video's hint at some of it, but here is some more screenshots to highlight it better. Luckily necros has been helping me with all the new animations and model rigging, otherwise the new character models would not have seen the light of day. All I did was the new model and skins, the new animations really make them shine. The ogre model will change, I have some updates for the skin and model to make it look and feel better, I just need to find the time to finish it.
Medieval style pickup items


Old ogre (top left), the new ogre model with skin/weapon variety and bottom right ogre boss

New boss - Aramis the Destroyer

@frag.machine, I really wanted all my new textures to blend with the existing textures so I cut and paste and re-arranged the existing textures to make new stuff. I think the new textures make the overall style feel more Quake than just me re-painting everything with something new.
@ajay, I certainly agree, I try to design any architecture to feel like it could stand up in the real world. I try to avoid any flimsy designs or if it something that floats then I make it feel magically with particles and effects.
@ceriux, Haha, yeah I have been designing a ton of new models and stuff. The previous screenshots and video's hint at some of it, but here is some more screenshots to highlight it better. Luckily necros has been helping me with all the new animations and model rigging, otherwise the new character models would not have seen the light of day. All I did was the new model and skins, the new animations really make them shine. The ogre model will change, I have some updates for the skin and model to make it look and feel better, I just need to find the time to finish it.
Medieval style pickup items


Old ogre (top left), the new ogre model with skin/weapon variety and bottom right ogre boss

New boss - Aramis the Destroyer

Well he was evil, but he did build a lot of roads. - Gogglor
Re: Quake MOD - In The Shadows
Hello sock,
I am missing the words that express what I feel when watching your screenshots...
I am simply speechless.
The ogre models have a complete new look, but keep absolutely "Quake".
You and Necros did a wonderful job.
Aramis looks really fantastic too.
The "shells in a treasure chest" is something I had to smile when I first saw it.
But it fits to your mod and fantasy ambience nicely.
I saw health potions in medival style in other mods before.
Maybe try to add slightly different color to them to make them more "different".
It is really great to see/follow your progress with always nice screenshots.
Thank you for creating this new TC for Quake !
Best of luck for your ambitious project.
Seven
I am missing the words that express what I feel when watching your screenshots...
I am simply speechless.
The ogre models have a complete new look, but keep absolutely "Quake".
You and Necros did a wonderful job.
Aramis looks really fantastic too.
The "shells in a treasure chest" is something I had to smile when I first saw it.
But it fits to your mod and fantasy ambience nicely.
I saw health potions in medival style in other mods before.
Maybe try to add slightly different color to them to make them more "different".
It is really great to see/follow your progress with always nice screenshots.
Thank you for creating this new TC for Quake !
Best of luck for your ambitious project.
Seven
Re: Quake MOD - In The Shadows
Wow i'm super pleased with all of these screenshots this stuff all looks so great! truely awesome work man!
Re: Quake MOD - In The Shadows
Sock, I don't usually play Quake anymore, but I will play this. Great work, man, really inspiring.
Re: Quake MOD - In The Shadows
Those ammo pickup boxes really integrate into Quake's atmosphere. Great job!
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Re: Quake MOD - In The Shadows
I want to ask a favour ...
ModDb are running their 'Mod of the Year' competition and I want to get my Quake MOD through to the top 100 and I need your help.
Please take some time to go over to the 'In the Shadows' mod page - http://www.moddb.com/mods/its and vote! sign up, tell your friends and lets get a Quake MOD into the top 100!
ModDb are running their 'Mod of the Year' competition and I want to get my Quake MOD through to the top 100 and I need your help.
Please take some time to go over to the 'In the Shadows' mod page - http://www.moddb.com/mods/its and vote! sign up, tell your friends and lets get a Quake MOD into the top 100!
Well he was evil, but he did build a lot of roads. - Gogglor
Re: Quake MOD - In The Shadows
Vote cast! 
Neurotic Conversions - New location: Update your bookmarks!
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frag.machine
- Posts: 2126
- Joined: Sat Nov 25, 2006 1:49 pm
Re: Quake MOD - In The Shadows
Same here! Good luck!
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
Re: Quake MOD - In The Shadows
I was thinking "I dont want to register..."
spirit dropped a blurb about it, mentioning registration is not necessary, so I voted.
Now wheres my sticker?
spirit dropped a blurb about it, mentioning registration is not necessary, so I voted.
Now wheres my sticker?