Sneaky Doom | Darkmoon | No Failure Runs | Part 3
Thanks to me no longer using the NVG in the previous map, the demo recording for this one now properly shows the visibility meter.
It's a bit of a neat thing, the stealth mechanics in Sneaky Doom. It primarily works using a combination of speed, sector lights, distance, and your stance. Holding the walk key behind an enemy will not guarantee stealth, I'll be moving extremely slowly in that case. Dynamic light data is unfortunately not something that can be acquired in SD, so you'll occasionally see me walk right under/in front a spotlight without so much as a glance from demons directly in front of it. With the distance thing, it makes a difference whether the enemy thinks it saw something and investigates or it saw you and is set on alert mode. I'm crouching for pretty much the entire experience to reduce movement volume and visibility.
You'll also see me shooting a stand-by enemy, them immediately firing back, but then stopping. I suspect this was a knee jerk reaction since the demons knows where its getting hurt from, but have no idea who or what's hurting them. They'll usually stop and go back to their stand-by mode, though sometimes they'll go on patrol for a bit. It's a bit janky, but I suppose its done to prevent players from getting easy plays in large open areas.
Alert mode is a pain. Any enemies that go in this mode has their health increased ten fold, a bit annoying but I guess is fair punishment for getting spotted. Player damage can sod off however, it's the same problem as in Special Weapons where you'll bleed if you go under 50, but have no way to fix it unless you find enough meds to get above it, which means you'll have to hurry yourself IN A STEALTH MOD ABOUT PATIENCE AND CAREFUL MOVES. Consider yourself dead if you're knee deep in the dark dead and the map is a stingy skunk about healthpacks, as enemies are spongy if you're spotted and their damage to you are tenfold compared to classic Doom.
On the map front, Power Plant was a tricky one for me to beat. Had to redo this run a couple of times with extra preparation in the main hub of the power plant area. I'll usually try my best to ghost in this run, but sometimes its just not possible when you're faced against reinforcements with homing rockets.
Mods Used:
Alt Sounds: https://www.moddb.com/addons/doom-alt-sound-project
DarkDoomZ: https://forum.zdoom.org/viewtopic.php?f=43&t=57247
Darkmoon: https://forum.zdoom.org/viewtopic.php?f=19&t=65458
Good Ol' HUD: https://forum.zdoom.org/viewtopic.php?f=46&t=54123
HQ Doom Sounds: http://www.perkristian.net/sounds/pk_doom_sfx.zip
Nash's Gore: https://forum.zdoom.org/viewtopic.php?f=46&t=62641
PSX/N64 HQ Sounds: https://forum.zdoom.org/viewtopic.php?f=46&t=52877
Personal DRLA Sounds: https://forum.zdoom.org/viewtopic.php?f=43&t=52851
Potetobloke's HDest Addons: https://forum.zdoom.org/viewtopic.php?f=43&t=60179
SBrightmaps: https://forum.zdoom.org/viewtopic.php?f=46&t=29792&start=30
Sneaky Doom: https://forum.zdoom.org/viewtopic.php?f=19&t=46174
WW's DRLA Sounds: https://forum.zdoom.org/viewtopic.php?f=19&t=49684
ZFootsteps: https://forum.zdoom.org/viewtopic.php?f=105&t=60401