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Go Back Home > Forums > Quake Mod Releases > Works-In-Progress > In the Shadows Search Forums

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Unread 08-10-2012, 02:10 PM   #1 (permalink)
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In the Shadows

Have you ever wanted to sneak around the Quake universe, pick the right moment to bypass the guards and steal all of the loot? This modification for quake will allow you the player to become invisible at a certain range and then plan your way through various locations using new stealth gameplay. The MOD will follow the story of Lord Aramis, the champion of the people and sadly the betrayer of the Kingdom as you discover what price he paid for his lust of power. Featuring many new monsters, improved AI path finding and plenty of uniquely textured locations, this MOD hopes to let players experience stealth combat in a different light.



The Quake Modification "In the Shadows" will feature new and updated monsters, a large amount of art assets and a funky new combat system, stealth! Yes I know, probably an unusual combination, slow paced strategic combat layered on top of a fast paced classic run, gun and shoot fps! It certainly is a strange idea, but it is something I have wanted to experiment with for some time due to my crazy obsession with the Thief series and all things sneaky like.

Here is a link to a youtube video showing the basic tutorial section of the first map, "Temple of Swords"

The Stealth system is defined by three types of combat, assassination, avoidance and chaos. Each style present the player with a different set of rewards that range from easy assassinations to the ultimate form of stealth, completing a level without inflicting any physical damage. As always with stealth combat, how the player wants to approached a level is totally their choice and most routes in the new maps with the MOD will support all three types.

Some parts of the world are designed for certain types of combat and by far the most difficult to master is avoidance, the art of passing through a location without being detected and not using any physical violence. As each area is navigated the risk to the player gets worse because previous rooms and corridors are full of patrolling guards who will not think twice about hunting down the player across long distances. The special stealth alcoves offer the player the chance to hide without being detected but these places are not perfectly secure and will be discovered during combat or if the guards are hunting for the player close by.

The poison bolt is the wild card in the pack, it makes the guards randomly attack another guard nearby and this can produce some very chaotic results. It certainly offers the most mischievous fun with lots of opportunities for the classic Quake infighting, but it also can be dangerous with the chance of being detected greatly increased.

The art of distraction can offer many challenges like how close the bolt needs to be before a guard will notice, to the fact that walking patrols ignore all distraction until they are stationary. Distractions do not last forever and each guard will eventually turn back to what they were doing before which can be tricky if trying to influence a large group. One useful trick is to use the distraction bolt to the back of the guard, which makes them move and investigate. This is a perfect opportunity to sneak past while the guard is busy cutting the air in the hope of finding something lurking in the shadows.

Here is a link to a youtube video showing the new stealth combat in the first map, "Temple of Swords"

If you want more information or are interested in following the MOD more closely I have setup a page on ModDb and there is my website if you want no adverts or banners. As always, feedback is welcome and any questions you may have please leave in the comments below.
Unread 08-10-2012, 02:37 PM   #2 (permalink)
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Hello sock,

I am really impressed by the mod you are working on.
While watching your clips I noticed your high skills in modeling, mapping, coding and using the right elements for your idea.
It really reminds me very much of Thief series (as you mentioned).
Your map structures and ideas are simply wonderful !

Thank you very much for presenting your WIP mod here.

While browsing through your website I also saw what amazing maps and mods you made for Q3:A and SIN.
The Q3:A map "The Edge of Forever" is looking absolutely great !
I am very sure that we will see great things from you.

Double Thumbs up from me.
And the best: we both seem to like the same kind of animals...


EDITED: Browsing also through your other Q3 maps it is clear to see that you are a great architecture with many organic influences.
I have never seen anything like this before.
Are these really Q3 maps ? They are unbelieveable detailed !

Last edited by Seven; 08-10-2012 at 02:58 PM..
Unread 08-10-2012, 02:38 PM   #3 (permalink)
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Wow, great looking innovative stuff! Nice work sock! Gonna play this over the weekend

edit: or at least drool over the pics (just noticed it's still a work in progress )
Unread 08-10-2012, 02:56 PM   #4 (permalink)
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looking good!
a question though, since stealth is involved, will the axe play a bigger part in gameplay, as a means of silent kills?
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Unread 08-10-2012, 03:15 PM   #5 (permalink)
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Very nice Sock.
Unread 08-10-2012, 04:08 PM   #6 (permalink)
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Love it!
Unread 08-10-2012, 04:46 PM   #7 (permalink)
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Thanks everyone for your comments. Sorry to disappoint anyone with the lack of something to play, but this is a WIP thing, still got loads of things to do yet. I just wanted to let people know what was going on with the project and to see if anyone has any extra ideas.

@seven, all the personal project maps on my site are Q3, some are indeed crazy detail, they are just concept things to have fun with architecture and new texture sets.

@syluxman2803, the axe's extra ability (backstab) is only linked to the amulet of shadows (first video for more info). It is really the level 1 weapon because you need the crossbow for distraction and poison. In vanilla mode the map plays just like normal quake with all the weapons/ammo etc. The monsters play the same in both modes using path finding to get around and hunting the player down if they cannot see them.
Unread 08-10-2012, 04:52 PM   #8 (permalink)
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For anyone who isn't familiar with Sock, lemme tell you this guy is so talented on several fronts that he has his own gravitation field (Q3 maps, textures sets like one of the ones in use in Nexuiz and some you may have seen in Q1 maps and that doesn't even scratch the surface).

[Welcome to the QuakeOne forums, Sock ]
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Unread 08-10-2012, 05:15 PM   #9 (permalink)
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Yes it's obvious to me this guy is a force.I was rocked by his use of the all seeing eye in his mechanics.Somebody grab this guy a chair!
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Unread 08-10-2012, 05:49 PM   #10 (permalink)
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My only additional ideas are to minimize the amount of centerprints, and to add some more interesting gameplay elements, but the latter might be outside the scope of this mod. It looks a little like Quake with stealth in video #2, but that's probably intentional since you say there is a vanilla mode as well.

The central gameplay mechanic seems to work well.

It could almost be straight from the 90s (in a good way). The book stuff is reminescent of Hexen 2.
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