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Media RSS Feed Report media Stealth Mechanics to be added on v20
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Sticky
Sticky Jun 6 2014, 9:22pm says:

And here I was thinking this mod was awesome enough as is.

+5 votes     reply to comment
Machine-Reaper
Machine-Reaper Jun 6 2014, 9:32pm says:

so it means that the Doom AI finally relies on its Sight and Sound rather then coding as always.Makes it more sensible however it will render somethings like enemies teleporting from portals or spawn areas not okay, Right?

+2 votes     reply to comment
CthePredatorG
CthePredatorG Jun 6 2014, 10:39pm says:

Holy Bagollies! That is freaking sick!!!

+2 votes     reply to comment
PROGRAMREBELLEN
PROGRAMREBELLEN Jun 6 2014, 11:01pm says:

how does this work with monsters from custom wads?
only original monsters have this stealth mechanic or the general AI?

+4 votes     reply to comment
Mr.Nuke
Mr.Nuke Jun 7 2014, 2:54am says: Online

though I probably won't use the stealth at all, its still pretty cool.

+1 vote     reply to comment
***Geroj***
***Geroj*** Jun 7 2014, 3:14am says:

What it needs is some bone breaking sound, other than that its perfect, i will use it for sure :-D

+2 votes     reply to comment
phillon
phillon Jun 7 2014, 3:42am says:

Very impressive work Sergeant, thanks for the update.

+2 votes     reply to comment
Thales_The_Unstable
Thales_The_Unstable Jun 7 2014, 6:41am says:

Stealth is not exactly something I'd be interested in using myself in a Doom game, but I'm definitely a huge fan of the monster vision implementation. I always thought the 360° AI was annoying.

One question about this... In vanilla Doom, when you use cover to your advantage, occasionally popping out to fire a shot, there's no tactical difference if you do that to their face or with their backs turned. As far as I know, there's an equal chance their sprite still immediately turns around and fires back at you. What you're doing here, does this actually provide a slight advantage shooting them in the back like that? That'd be awesome.

+3 votes     reply to comment
wing0black
wing0black Jun 9 2014, 12:50am says:

Looking great, just one question: What song is that, and where do I get it?

+1 vote     reply to comment
Quaker540
Quaker540 Jun 9 2014, 6:57pm says:

WOOHOO! I'm very glad for you sir! This was already in my Sub-Mod (The monsters that they roam randomly to spot the Player) and I'm so happy that it's being added to the original mod! Hell yeah!

+1 vote     reply to comment
Smajda
Smajda Jun 16 2014, 2:46pm says:

this is just.. epic.. just epic.. can´t wait for heretics brutal mod !!

+1 vote     reply to comment
ledernierrempart
ledernierrempart Jun 20 2014, 6:43am says:

this sonuds great. but in a way when i play doom it is not to play at spinter cell or whatever. the thing that makes all creatures always seeing you is what doom is like. changing this will heavily alterate the gameplay. i am not very fan of this new gameplay mechanics.

so please, if you release it, do it with an option we can enable or disable. this would be great rather than forcing player to play this way with the v20 :)

-3 votes     reply to comment
VGames
VGames Jul 19 2014, 7:21pm replied: Online

Just don't use it.

+1 vote     reply to comment
Guest
Guest Jun 25 2014, 1:36am says:

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xage
xage Jun 28 2014, 6:16pm says:

A wanted addition to my Doom play! thank you sarg!

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden Jul 1 2014, 11:06am says:

This is pretty remarkable, I never expected to have something like a actual stealth system in Doom. I'm not sure how much I'll use it but its creating some interesting cat and mouse images in my mind for some maps.

+1 vote     reply to comment
TheUnbeholden
TheUnbeholden Jul 28 2014, 9:43pm replied:

Like Map 18 for D2Reloaded.

+1 vote     reply to comment
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Description

No that many people will make use of it, but I'm studying ways to implement stealth on v20, and make the enemies lose your track after you get out of sight for too long and keep searching around for you, and still allow the player to lure them closer with taunts and gunfire.

The stealth is entirely optional. If you decide to go with all guns blazing, you will probably not even notice this mechanic.

I do also plan to add an "intelligence meter" for monsters. Smarter enemies such as the nobles (Hell Knight, Baron of Hell, Cyberdemon) will take twice as much the time to lose track of the player. Dumber monsters such as the Mancubus will only take half of the time to stop chasing the player, and the Masterminds and Arachnotrons will able to track the player's position with telepathy and never lose it's track, and Masterminds will even able to talk to other monsters by use of telepathy, and make all enemies know where you are while the Mastermind is alive.

P.S.: I highly increased the stealth rate factor before recording this video just to better show the mechanic. On the release version, you will need to stay out of their line of sight for around 25/30 seconds, so, stealth will not be always an option, and they will not look like dumbfucks who can't find you.

P.S.2: The third person camera is not a part of the mod, it's a part of the sourceport. I just used it to better show how the system is working.

Sorry for the random freezes. Looks like Zandronum, my new GPU, and Fraps are all having some disagreements lately.

Video Details
Type
Demonstration
Date
Jun 6th, 2014
Length
02:57
Filename
StealthTest1.mp4
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