• Gm_Ghosthunt.
    814 replies, posted
  • Avatar of Breadman
  • [QUOTE=Blooper Reel;28946300]Sounds interesting. I just want to ask though, what's your opinion on my ideas? Do they seem possible to be incoporated in with the rest of the stuff going on?[/QUOTE] Don't get me wrong you've got some solid ideas. The problem is audio logs have become so cliché in the games of today. I just don't think they'd compliment the map. However, I have plans to implement some kind of mining radio that you'l be able to play with and that'l give you some spooky insight. I just need noises though, really creepy noises!
  • Avatar of Blooper Reel
  • [QUOTE=Breadman;28946519]Don't get me wrong you've got some solid ideas. The problem is audio logs have become so cliché in the games of today. I just don't think they'd compliment the map. However, I have plans to implement some kind of mining radio that you'l be able to play with and that'l give you some spooky insight. I just need noises though, really creepy noises![/QUOTE] You could borrow some mod assets. Underhell and NH2 has some pretty good scary sounds you could use.
  • Avatar of Breadman
  • Looking at how many problems I've encountered with garrysmod (And I've bumped into more today.) I will probably be releasing this with two "packs". One for Episode 2 for solo play and one for Garrys Mod for online play. Online play will lack a few things, some effects that I've used just don't show up in gmod. A few bugs here and there, the cameras are broken - a real nightmare. The potential is there for multiplayer sessions though and despite the lack of FX events still work. So whats left. I've spent all day on the map today and we're getting there now. I need to finish a new/refined section, I've got plans for one or two more events and then I need to fill the map with creepy sounds. More testing and then finally, release.
  • Avatar of shozamar
  • [QUOTE=Breadman;28945999]The miners are still there - just dead. You'l probably end up seeing them poking their heads around corners and watching you alot.[/QUOTE] Oh awesome. Imagine how creepy it'd be if that was actually implemented. I mean, a corpse head looking around a corner of dark corridor at a height that could only be achieved if it were standing, and then you investigate only to find a normal body lying on the floor or nothing at all. That would scare and thrill me. Especially if it was in a dark area, so it would be hard to see.
  • Avatar of Shostakovich
  • [quote=Breadman]The scares are subtler but more dangerous than in the first, and you'l be using your imagination alot to try and figure out what happened to the miners exactly.[/quote] I love that. The ongoing suspense makes the scares more intense. How about changing map conditions, i.e. scripted cave-ins, or power outages? (Just a thought) Even something as simple as a ragdoll falling from a ledge would be awesome.
  • Avatar of superstepa
  • Launched it from the synergy , worked nice, but there were some texture bugs. Events were extremely rare , unfortunately
  • Avatar of Breadman
  • [QUOTE=superstepa;28954378]Launched it from the synergy , worked nice, but there were some texture bugs. Events were extremely rare , unfortunately[/QUOTE] Ah Synergy now theres an interesting prospect I never thought of that!
  • Avatar of superstepa
  • [QUOTE=Breadman;28965800]Ah Synergy now theres an interesting prospect I never thought of that![/QUOTE] I was thinking , that random people with gmod tools and physguns could ruin the map , and my friend hosted the server. But some kind of scratches randomly appeared on the screen
  • Avatar of Jarski
  • [QUOTE=Breadman;28965800]Ah Synergy now theres an interesting prospect I never thought of that![/QUOTE] Sorry to say this or is this even allowed here but what about the obsidian conflict mod? It really needs good maps.
  • Avatar of crazycombine
  • [QUOTE=Shostakovich;28954331]I love that. The ongoing suspense makes the scares more intense. How about changing map conditions, i.e. scripted cave-ins, or power outages? (Just a thought) Even something as simple as a ragdoll falling from a ledge would be awesome.[/QUOTE] Power outages, Breadman used them in GH 1 (Lights flicking off randomly.) I am pretty sure they will be used this time again. With the cave-ins, Breadman could make use of the nice looking ant lion detectors. But instead of detecting ant lions, they detect whenever there's a cave in. Just place them around cave-in hot spots and light up red when there is a cave-in.
  • Avatar of superstepa
  • [QUOTE=Jarski;28973322]Sorry to say this or is this even allowed here but what about the obsidian conflict mod? It really needs good maps.[/QUOTE] They would work the same way My friend just didn't want to play Obsidian Conflict ( which is WAY better then Synergy)
  • [QUOTE=crazycombine;28975061]Power outages, Breadman used them in GH 1 (Lights flicking off randomly.) I am pretty sure they will be used this time again. With the cave-ins, Breadman could make use of the nice looking ant lion detectors. But instead of detecting ant lions, they detect whenever there's a cave in. Just place them around cave-in hot spots and light up red when there is a cave-in.[/QUOTE] Or sometimes when there isn't one, and the ghost is fucking with you.
  • Avatar of Shostakovich
  • [quote=eatdembeanz]Or sometimes when there isn't one, and the ghost is fucking with you.[/quote] It would be a whole lot scarier if the devices you trust to keep you alive are faulty.
  • Avatar of shozamar
  • [QUOTE=Shostakovich;29018313]It would be a whole lot scarier if the devices you trust to keep you alive are faulty.[/QUOTE] Especially if, very rarely, they light up with a brighter, deeper red and do a lower pitch warped version of the alarm sound. It'd make it seem wrong and be creepy. Especially if whenever they did that, you knew serious crap was happening. Which sort of brings me to another idea. How about certain events or event styles for specific ghosts? Say you had one ghost that you wanted to make individual, maybe like a boss ghost that the player should be most freaked by, all events relating to that ghost would have some unique feature. Maybe a special sound or the fact that it always slows down time or sets something alight. It'd mean that whenever you saw that specific feature you KNEW that it's the worst ghost causing the event so you needed to run or something. That would make for some pretty scary moments and some hilarious multiplayer sessions.
  • Avatar of Breadman
  • [url]http://breadmanmaps.weebly.com/index.html[/url] Small update. Working the crap out of this map atm. Feel like some sorta one man factory. Chugga Chugga.
  • Avatar of Nitrowing
  • [QUOTE=shozamar;29019797] How about certain events or event styles for specific ghosts? Say you had one ghost that you wanted to make individual, maybe like a boss ghost that the player should be most freaked by, all events relating to that ghost would have some unique feature. Maybe a special sound or the fact that it always slows down time or sets something alight. It'd mean that whenever you saw that specific feature you KNEW that it's the worst ghost causing the event so you needed to run or something. That would make for some pretty scary moments and some hilarious multiplayer sessions.[/QUOTE] Sorta like the Tank in L4D. Except in this one you could see a small symbol or object appear nearby the player or they could hear a faint noise echo through the tunnels. Perhaps an echoey heartbeat sound which gets louder and louder until it feels like your ear is to whatever it is's very chest - then it just stops. Dead Silence. Then it attacks ferociously. The player has to escape the heartbeat sound until the beast disappears or they could be guaranteed death.
  • Avatar of shozamar
  • [QUOTE=Nitrowing;29026282]Sorta like the Tank in L4D. Except in this one you could see a small symbol or object appear nearby the player or they could hear a faint noise echo through the tunnels. Perhaps an echoey heartbeat sound which gets louder and louder until it feels like your ear is to whatever it is's very chest - then it just stops. Dead Silence. Then it attacks ferociously. The player has to escape the heartbeat sound until the beast disappears or they could be guaranteed death.[/QUOTE] Yeah, that's exactly what I meant.
  • Avatar of Breadman
  • Media today. Stay tuned hunters. -update- Check webpage for a few more screenies. It's getting hard now to give media without spoiling much.
  • Avatar of Spacewolf
  • So are you still gonna do two separate releases in Ep2 and Gmod? What will be missing from the Gmod version? The lack of coop horror games/maps made playing Ghosthunt 1 with friends a ton of fun.
  • Avatar of LifeIsGood
  • [b][h2]2/3 weeks release date?[/h2][/b] [img]http://www.gametech.ru/userpics/7574/upload/fuck-yeah.jpg[/img]
  • Avatar of Pringles.
  • omg reaction image omg report to mods omfg [editline]b[/editline] lol everyone takes it seriously
  • Avatar of Partyprime
  • So I played gm_ghosthunt with B-hazard, I'm pretty sure we finished it because we didn't find any other place we hadn't discovered after we got to the morgue, did we miss something? [media]http://www.youtube.com/watch?v=liDHEiBZ1s4&feature=channel_video_title[/media]
  • Avatar of Krazy Bomb
  • [QUOTE=Partyprime;29073865]So I played gm_ghosthunt with B-hazard, I'm pretty sure we finished it because we didn't find any other place we hadn't discovered after we got to the morgue, did we miss something? [media]http://www.youtube.com/watch?v=liDHEiBZ1s4&feature=channel_video_title[/media][/QUOTE] How did you get ghosthunt to run correctly for multiplayer in just gmod?
  • Avatar of Breadman
  • Would just like to clarify some things. [b]Currently the things gmod has totally borked are:[/b] -Some really neat First person effects from Ep2. These do not work in gmod. -Strange lighting anomolys that I'm trying to fix, this is a MASSIVE pain in the nether regions. (Works fine in ep2...) -Cameras are all zoomed in. -Erractic ghost detector behaviour this is actually alright though because it goes beyond what I can predict that thing can do. It can act like its actually possessed. -The skulls require you to use the physgun. Such a drawback, you can be walking around and suddenly you'l pick up a door or something - it just kills it abit. [b]Whats left:[/b] -Need to do some serious multiplayer testing which I'm hoping to do this week. Thank you all for the kind offers but I've got a team. We're coo' G. -Sounds, need more sounds! -Various tweaks. Perhaps some more events depending on how multiplayer feels. -Gadgets. [b]Whats it like?[/b] Fun. It's different and I'm rather anxious about this things release. Ghosthunt 1 was a raving success. You've got two options, you can sit around with cameras and stuff go hunting and exploring trying to soak up all of the events, or if you'd like an experience with more direction you can figure out how to access the lower levels and find the skulls to place on the alters to get a tad more out of the experience. These skulls do certain things, one will make players go blind every so often, one enables some more violent in your face events and the other one turns off ALL lighting in the map. These effects can be reversed by destroying the alters - once they are gone however they are gone. Ghosthunt 2 only just started haunting me like GH1 did the other day, and thats because I've now got all of the events working together randomized everything so far is 'enabled'. I've made myself jump a few times and yesterday I was crawling through one of the caves and I could hear a mining pick clunking - the sound was just perfect it had enough echo to sound far away - but present. It was chilling but fantastic. It's moments like that that made Ghosthunt 1 so exciting to craft. The miners are present - but only a mere few. You'l find their remains though, all over the damn place. The narrative is pretty open ended; think GH1 but the evidence is actually there, if you want to see a backstory go take a walk around - the facility has alot to say about the events that transpired. And on request (Many many many MAANNNY requests, holy balls.) The map 'is' tamed down. I go so many messages mainly on youtube about how there was perhaps too much going on in Ghosthunt 1 so I've tried my best to address that. Having said that, theres still quite a few scares =D
  • Avatar of Timenova
  • If you don't want the physics gun picking certain stuff up, then it is easily sorted. Go into the keyvalues of whatever you want to not be effected, use smartedit to put gmod_allowphysgun 0. This prevents the physics gun from working on it. You can also use gmod_allowtools 0 to prevent stuff like the remover tool from affecting things. Hope I helped. :smile:
  • Avatar of Breadman
  • [QUOTE=Timenova;29109641]If you don't want the physics gun picking certain stuff up, then it is easily sorted. Go into the keyvalues of whatever you want to not be effected, use smartedit to put gmod_allowphysgun 0. This prevents the physics gun from working on it. You can also use gmod_allowtools 0 to prevent stuff like the remover tool from affecting things. Hope I helped. :smile:[/QUOTE] I actually love you.
  • Avatar of LifeIsGood
  • Also, just a thing I noticed, on GH1, that lunch-room ghost that knocks shit up, if you do something like that again make it a trigger, I hate missing it in MP. It is too fucking great. Also, thanks for being the amazing mapper you are! :glomp: