The definitive gameplay enhancement mod for the GZDoom and Zandronum engines. Adds realistic gore, dismemberments, headshots, executions, lightning effects, particles, makes enemies smarter and harder, makes gun louder and beefier, and adds epic new boss battles.
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.
And here I was thinking this mod was awesome enough as is.
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?
Holy Bagollies! That is freaking sick!!!
how does this work with monsters from custom wads?
only original monsters have this stealth mechanic or the general AI?
though I probably won't use the stealth at all, its still pretty cool.
What it needs is some bone breaking sound, other than that its perfect, i will use it for sure :-D
Very impressive work Sergeant, thanks for the update.
Looking great, just one question: What song is that, and where do I get it?
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!
this is just.. epic.. just epic.. canĀ“t wait for heretics brutal mod !!
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 :)
Just don't use it.
This comment is currently awaiting admin approval, join now to view.
A wanted addition to my Doom play! thank you sarg!
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.
Like Map 18 for D2Reloaded.
This comment is currently awaiting admin approval, join now to view.
This comment is currently awaiting admin approval, join now to view.