Blade of Agony is a story-driven FPS. The project is inspired by WWII shooters from the 90's and early 2000's, like Wolfenstein 3D, Medal of Honor, and Call of Duty, but with faster-paced gameplay in the spirit of Doom! The game can be played standalone using the GZDoom engine as a base. "This is basically one of the best DOOM mods I've come across." - John Romero

Post news Report RSS [Road to Wolfenstein] Devblog 07 | Improved stealth mechanics

In the process of creating a project with the kind of scope and scale of Blade of Agony, you tend to try out things that haven't been done before. Having a kind of Metal Gear Solid-style introduction to Chapter 2 where William breaks out of a prison was a brave, but dangerous undertaking. Will players like a completely new mechanic in a Doom mod, or will they hate it? The community's response was mixed - some people liked what we did, but others said that we were wrong to make such decisions. To

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In the process of creating a project with the kind of scope and scale of Blade of Agony, you tend to try out things that haven't been done before. Having a kind of Metal Gear Solid-style introduction to Chapter 2 where William breaks out of a prison was a brave, but dangerous undertaking. Will players like a completely new mechanic in a Doom mod, or will they hate it? The community's response was mixed - some people liked what we did, but others said that we were wrong to make such decisions. To be honest, we didn't find it as enjoyable as we hoped, but we believed that after some fine tuning and improvements, we can make the new gameplay mechanics a lot more enjoyable. And so, we started all over again...

Sneak Mode Improved

AFADoomer spent a very long time improving the stealth mechanics for Operation: Ausbruch (C2M1), and I remember it taking me almost the same time to play the map over and over again after changing things and editing actor placement and structures in order to make the map benefit from the script changes. We can firmly say that the escape is a lot more intuitive now, and many things that felt like they were totally "random" can now be controlled from the player's point of view. We didn't want to make it too easy, so we added a few interesting mechanics like alarm switches that can be activated by guards to draw other guards' attention towards you. Since it is a waste of effort for only one single map, you can expect some more of that gameplay in Chapter 3 - this time the way it is meant to be!

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MoodMarine
MoodMarine - - 35 comments

MGS1 is something i just recently played again on PS1 and i think the idea was great to add a bit stealth. Found it a bit ruff from gameplay perspective but the whole dungeon thing was pretty cool. Will probably revisit on new version one day.

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