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Stealth Deathmatch is a quiet, yet explosive mod for Half-Life 2: Deathmatch. All players are made invisible, but have a tracking device and an upgraded weapon to track other players down. When firing a weapon, players become visible based on how powerful the weapon is. Let the paranoia begin.
 
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2 comments by FTWinston on Aug 21st, 2009

Stealth deathmatch is coming along quite nicely. I've inevitably been sidetracked by work on Modular Combat, but nothing that's overly limited Stealth's development. The core gameplay mechanics are in place, as are about half of the weapon upgrades, though things may change during testing. I'd like to explain our core gameplay mechanics, and then describe some of the weapon upgrades that are currently implemented.

First and foremost: all players are invisible. All players also have a new panel on their HUD, that shows the distance (in metres) to the nearest other player. When you move, you become slightly visible - its proportional to your speed, so if you sprint, you become quite noticable, and if you crouch-walk slowly, you're still pretty difficult to spot. We haven't gone down the road of predator-style refraction or warping effects, because those are generally more noticable than just affecting transparency.

When you shoot, you become visible for a short time. This depends on the relative power of your weapon, so while a pistol or smg shot will only make you slightly visible, and only for a fraction of a second, firing an RPG round will leave you fully visible for several seconds. Its also cumulative, so firing many SMG rounds in quick succession adds up quite quickly! Lastly, if you're fully visible already (fired the RPG, or SMG grenade, for example), firing again will keep you visible for even longer.

That summarises our core gameplay. You'll likely find that these few changes significantly alter how the game plays, and how it feels. It works well both one-on-one and with large groups.

In addition to the above, we're currently working on a weapon upgrade system - players can select to upgrade any one of their weapons, which gives that weapon an advantage, generally related to the cloaking mechanics in some way. We're trying to determine if only one upgrade is enough, or whether two feels more appropriate. Right now, we have upgrades implemented on about half of the weapons.

We want each of our weapon upgrades to be functionally interesting - so there are no straight damage boost upgrades. All our upgrades are designed to come with some kind of a 'downside' - though these tend to be reasonably mild. There is one upgrade for each weapon, and players can have one upgrade (possibly 2 in the future) at any time. The upgraded weapon can be easily changed through an in-game menu, and will take effect next time you respawn.

Here are some specifics on the upgrades that are pretty much finalised:

  • The upgraded pistol will not decloak you when you shoot. It also removes tracer effects from your bullets, but it decreases the fire rate somewhat.
  • The SLAM upgrade replaces the red laser beam with an invisible infrared laser - but attaches a blinking light onto the SLAM itself, as without this, upgraded SLAMs were highly overpowered.
  • The SMG upgrade fires bright red tracers that are highly visible - but it decloaks players that you hit.
  • The upgraded grenade explode with an EMP blast - this cause the grenade to deal only very slight damage, but it decloaks everyone within line-of-sight for a second or two. To distinguish them from regular grenades, EMP grenades have a blue glow and trail, and also have a longer fuse time.
  • The melee upgrade replaces the crowbar (which all players get by default) with the stunstick, and while this is drawn, movement will not affect your visibility. Your attacks are slower and decloak you more, however.

That's about all there is to say for now. Release shouldn't be more than a few weeks away, but due to work on other projects (e.g. Modular Combat), we can't be any more specific than that at this time. When it's done, and everything plays well, we will release. Until then, you'll have to just imagine me decloaking right in front of you and crowbarring you in the face!

Comments  (0 - 10 of 13)
stoo2000
stoo2000 May 13 2010, 9:54pm says:

hmmmm if some 1 played crossfire this is ghost mode but the GRs kind of people who are coutner terrorists in counter strike is not invisible but armed with guns and the BLs terrorists in counter strike are invisible but not armed with guns so pretty much this mod is like the Ghost Mode aka GM

+1 vote     reply to comment
Callinstead09
Callinstead09 Jan 10 2010, 7:28pm says:

The guy starring at us in the mod's banner creeps me out! <8s

+2 votes     reply to comment
FTWinston
FTWinston Sep 11 2009, 10:57am says:

I'm now obsesssed with Stealth's rocket upgrade: homing rockets! They're pretty damn fun, you can see my rantings here if such things interest you: Moddb.com

+1 vote     reply to comment
moonfudge
moonfudge Sep 1 2009, 9:16am says:

great logo and motto/catchphrase/whatever, and even better idea. I am so getting this when it's released

+1 vote     reply to comment
SemiArt
SemiArt Aug 22 2009, 9:43pm says:

I love that the ModCom team is always coming up with cooler and cooler ways to kill people.

Sounds really awesome, can't wait to play it :)

+1 vote     reply to comment
Urbanebula
Urbanebula Aug 14 2009, 5:57pm says:

"All players are made invisible, but have a tracking device and an upgraded weapon to track other players down. When firing a weapon, players become visible based on how powerful the weapon is."

Sooo, keep moving and always use the crossbow? :/

+1 vote     reply to comment
Ben_E
Ben_E Aug 14 2009, 12:23pm says:

This sounds like a lot of fun with friends, will definitely check this out when you make it available!

+1 vote     reply to comment
Danboe
Danboe Aug 14 2009, 5:07am says:

It will be interesting to see how this turns out!

+1 vote     reply to comment
MrGrey
MrGrey Aug 22 2009, 12:57pm replied:

A red-headed step-second cousin

But you get it. :)

+2 votes     reply to comment
AwT-AciD
AwT-AciD Sep 5 2009, 12:12pm replied:

that was low XD

+2 votes     reply to comment
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First Person Shooter
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