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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:
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!
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...
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
The guy starring at us in the mod's banner creeps me out! <8s
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
great logo and motto/catchphrase/whatever, and even better idea. I am so getting this when it's released
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 :)
"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? :/
This sounds like a lot of fun with friends, will definitely check this out when you make it available!
I like the idea.But will you still work on modular combat, too?
Definately. Stealth Deathmatch is the kind of mod where it can reach a feature complete stage and then be put aside. That's not barring future updates, but Modular Combat is definately our baby... this is more of a second cousin.
A red-headed step-second cousin
But you get it. :)
that was low XD