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InsideQC Forums • View topic - Stealth Quake Released!

Stealth Quake Released!

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Stealth Quake Released!

Postby RenegadeC » Wed Mar 19, 2008 10:16 pm

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Postby scar3crow » Wed Mar 19, 2008 10:42 pm

Newsed like a noose.

That Youtube I posted starts out slow, but it has some intense moments in it.
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Postby xaGe » Wed Mar 19, 2008 11:10 pm

Yay... Had fun playing this with you & the others a few nights ago... 8)
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Postby Monster » Wed Mar 19, 2008 11:13 pm

One of the most fun mods i've had a chance to play. Lots of fun playing with you and others. One day we'll have a StealthQuake marathon and play through all 4 quake episodes non-stop!

Has scared the hell out of me numerous times. Play with the lights out =D. Looks amazing with Darkplaces graphics cranked all the way up and Rygel's high-res textures.
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Postby frag.machine » Thu Mar 20, 2008 12:13 am

Great mod idea! The YouTube trailer was really tense, funny how a well known map can be so scary with background music and shadows everywhere! A suggestion: the rock could do some noise when hitting the ground or the walls, it helps to make the tension to grow up. Also, the monsters behaviour is very previsible, they could stop randomly and "look" around (maybe a behaviour for smarter monsters ?), forcing the player to quickly retreat. Oh, and the player shoes could make noises when walking/running and eventually being noted by a nearby monster! So many ideas to explore... :P
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby CocoT » Thu Mar 20, 2008 12:58 am

Wow, awesome stuff, Ren! :)
As you can guess, I love the fact the mod is playable on any map and forces us to explore them in new ways. I think I really do suck at Quake, though, because I have a hard time going very far in each level I tried... hehe. One little question: the video you showed has dark lighting. Is that something that should automatically be done for each map that is loaded? Mine have the normal lighting (still fun, but a little less creepy).
Stealth Quake makes me think of what I am trying to do with InfraRed, but with added monsters, the creepiness of dynamic music (I love that) and, of course, some gameplay differences. It rocks! :D
- New location: Update your bookmarks!
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Postby RenegadeC » Thu Mar 20, 2008 3:54 am

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Postby Orion » Thu Mar 20, 2008 4:20 am

Really fun mod. :D

I should familiarize myself in long times to finish a map ande walk slowly on stealth mode.

But Ren, you mysteriously stole my idea. :P
You created a mod that I was just planning, haven't even worked on. You were so fast that you created it before me. Part of your mod was stuff I was planning to make, but now not anymore.

Ren, you didn't really stole the idea, but you were quick, and created something I was planning...

Keep it up, great mod! Congrats! :D
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Postby CocoT » Thu Mar 20, 2008 2:55 pm

- New location: Update your bookmarks!
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Postby RenegadeC » Thu Mar 20, 2008 5:24 pm

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Postby Spirit » Thu Mar 20, 2008 7:48 pm

Improve Quaddicted, send me a pull request: https://github.com/SpiritQuaddicted/Quaddicted-reviews
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Postby RenegadeC » Thu Mar 20, 2008 8:39 pm

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Postby RenegadeC » Thu Mar 20, 2008 9:40 pm

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Postby frag.machine » Thu Mar 20, 2008 9:48 pm

I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC :) (LordHavoc)
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Postby venomus » Tue Apr 01, 2008 2:27 am

Really like the psychological terror concept, but the problem I think is when the 'subliminal' popups are too frequent and predictable. In F.E.A.R. they would appear infrequently and when you were least expecting it, and just before other (but less sudden) disturbing scenes.
Maybe if they would pop just before you bump into a shambler :)
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