• [WIP] gm_GhostRun (Horror map)
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[IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIMWpjNVBRb21kUjA[/IMG] [B]My Youtube channel:[/B] [url]https://www.youtube.com/user/kretorus[/url] [B]About[/B] It's about you (currently singelplayer but I plant to build COOP support) that need to complete certain goals in the map, and with a ghost that tries to stop you. This is another kind of horror than the usual horror maps that I found in the workshop of Gmod. I like to call it 'Dynamic' horror, as there are no static jumpscares. That doesn't mean that it isn't scary, check the gameplay VID to get a taste of how scary this concept is! The map will be supported by a custom horror gamemode: GhostRun ( [url]http://facepunch.com/showthread.php?t=1415578[/url] ) [B]Features so far[/B] - A ghost that fulfills random duties at the moment (will try to sabotage you in the future). If you get to close the ghost will hunt you down. - A ghost detector that gives the distance from the ghost detector to the ghost in 3 lights. - A flashlight that kills the ghost. - Batteries to charge up the flashlight. - Ghost is invisible by default. You can make the ghost visible if the ghost is in the orange light range, this will cost 10 times more battery per ghost! - The ghost is randomly spawned across a the map by the use of special 'node' entities that I created. These nodes will be used to create random paths/tasks for the ghost. - There can be multiple ghosts, this can be set by a variable. - If a ghost kills you, a new ghost will spawn the position where you got killed. This ghost will spawn, even when the limit of max ghosts has been reached. - Ghost detector and flashlight power in a custom unfinished and unpolished HUD. - External ghost detector with 3D hud. You have to charge it with your own battery power! - A hiding place, you can now hide from ghosts! They will try to find you though.. [B]BETA Gameplay videos[/B] [QUOTE] [B]Old Gameplay of V0.1.0 by Isotyra[/B] [IMG]https://i.ytimg.com/vi_webp/wjV44iBzo_w/mqdefault.webp[/IMG] [url]https://www.youtube.com/watch?v=wjV44iBzo_w&list=UUMviu5hVtWhdFqXZiprQT6A[/url] [/QUOTE] [B]Quick inDev Ideas[/B] [QUOTE] GhostRun Quick inDev AA - Friendly ghosts, should I use this in my gamemode? [IMG]https://i.ytimg.com/vi/9zv1LB_DDq0/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=9zv1LB_DDq0&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Friendly Ghosts + Only move when a player is within the orange light distance from the ghost. + Is only visible if the friendly ghost is in the orange light range (Just like the evil ghosts), but unlike evil ghosts, these ghosts show them selves and don't discharge battery power. + If they are in groups, they all converge at one point every now and then. + If the player is within the orange range from the friendly ghost, it will try to kill any evil ghost if the ghost is also within the orange range. It might be a bit overpowered, maybe if I let all those ghosts become evil at some point? [/QUOTE] [B]Update Videos (Many of which may be related to the gamemode that this map runs on)[/B] [QUOTE] [B]Hiding places! - GhostRun update V0.3.2 for Gmod/HL2 [/B] [IMG]https://i.ytimg.com/vi/zQfeMBK9oWk/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=zQfeMBK9oWk&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Changelog: + Changed: Have to press left mouse button while aiming with flashlight at the ghost to kill it. + Changed: Ghosts in the orange light radius now become visible by just turning on your flash light. + Changed: Battery power discharges 4 times slower, this applies to the external ghost detector as well. + An external ghost detector starts out without battery power. You have to charge it to use it. + When a ghost kills a player, the player will respawn with only 23% battery power. Not enough to kill a ghost. Hide! + Added: The hiding place game mechanic. [B]External Ghost detector! - GhostRun update V0.3.1 for Gmod/HL2[/B] [IMG]https://i.ytimg.com/vi/qPVY4JgAaPA/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=qPVY4JgAaPA&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG: + Added the external ghost detector :) [B]MEGA UPDATE! - V 0.3.0[/B] [IMG]https://i.ytimg.com/vi/b2HF8kuy2Mc/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=b2HF8kuy2Mc&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG + Ghost is invisible by default + You can make the ghost visible if the ghost is in the orange light range, this will cost 10 times more battery per ghost! + Killing a ghost costs 25% of battery power, and if you haven't got enough than you won't be able to kill the ghost. + Changed the HUD size, it now scales per resolution. + The ghost is randomly spawned across a the map by the use of special 'node' entities that I created. These nodes will be used to create random paths/tasks for the ghost. + There can be multiple ghosts, this can be set by a variable. + If a ghost kills you, a new ghost will spawn the position where you got killed. This ghost will spawn, even when the limit of max ghosts has been reached. [B]Redesigned the Detector and Flashlight system. Flashlight batteries!! - V 0.2.0[/B] [IMG]https://i.ytimg.com/vi/ZDvxbywFMV8/mqdefault.jpg[/IMG] [url]https://www.youtube.com/watch?v=ZDvxbywFMV8&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG + Integrated the detector and the flashlight battery in the GUI + Implemented the hl2 source flashlight as the ghost kill flashlight with lua code. + Added batteries to pickup and charge the flashlight battery. [B]Kill the ghost with flashlight! - Update V0.1.1[/B] [IMG]https://i.ytimg.com/vi/c-CQzAh12So/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=c-CQzAh12So&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] + Added a flashlight that kills the Ghost. - Future features include flashlight batteries and the flashlight will be able to run out of battery or be charged. [B]Ghost Run concept BETA V0.1.0[/B] [IMG]https://i.ytimg.com/vi/RXdK847gbII/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=RXdK847gbII[/url] [B]Confronting the ghost! - V0.1.0[/B] [IMG]https://i.ytimg.com/vi/hLsGf6_RQlI/default.jpg[/IMG] [url]https://www.youtube.com/watch?v=hLsGf6_RQlI&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] + Added sound when the ghost notices a player. [/QUOTE] If you got any suggestions, post them either in this topic or contact me in Youtube. Suggestions is the reason that I'm creating this topic :) [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIaEFwUC1halN5ZE0[/IMG] [B]Every player has a ghost-detector and a flash light.[/B] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIYzE2QlJoVjdaZms[/IMG] [B]1 Light means that the ghost is nearby 2 Lights means that the ghost is close 3 Lights means that the ghost has spotted you it will chase you untill it killed someone. The ghost-detector only works if you have your flahlight turned on. It will consume a little power. If you have your flashlight turned on, you can press the use-key to show all the ghosts that are within the 'orange (2nd) light range'. This will discharge your battery 10 times faster than usual, per ghost. You can pickup batteries to charge up your battery, each battery charges at a max of 50% per battery. You can also kill the ghost, you can do this by shining on it with your flashlight. The ghost has to be in the 'red (3nd) light range' to kill it. It costs 25% of battery to kill a ghost. If you haven't got enough battery power, than you won't be able to kill the ghost. If a ghost dies, it will randomly respawn at one of the special 'ghost nodes' that a script spreads across the map, per map. It is also possible to have more than one ghost by default. Te script will spawn the number of ghosts randomly across the 'ghost nodes', that the variable is set to. The default limit is 1. If a ghost kills a player, it will respawn a ghost at the location where the player died. If the ghost limit has been reached, the ghost will still be spawned. But if the ghost dies, a new ghost will only spawn when the ghost count is below the limit. I personally love this kind of horror, and I hope there are other people that like this kind of horror too! :)[/B] [B]Planned Features[/B] [CODE] - Maplights that need generators to be on to work. These lights kill the ghost too. - Ghost sabotage skills. The ghost will try to sabotage the generators for example. [/CODE] [B]Images of V 0.2.0[/B] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIMWpjNVBRb21kUjA[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIVlpTQVAydVYyT1E[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcINTN0WGU2RTgwemc[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIbjRrZ3lkb2Y2b2s[/IMG] [B]Images of the old V 0.1.0 (Map is still the same but concept changed alot)[/B] [IMG]https://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIbllyNWJWUFVHYlk[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIRHBoSTNlbWxwdTQ[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcINW1FM2Vtbkx3RFE[/IMG] [IMG]http://drive.google.com/uc?export=view&id=0B_0JpEO7XmcIRGhXMkRjZkZCMVU[/IMG]
I have updated the first video so now it actually shows the concept instead of just telling about it. Maybe people will be more enthousiastic, to give me suggestions :) [url]https://www.youtube.com/watch?v=RXdK847gbII[/url] [B]EDIT[/B] I have also created a flashlight! [url]https://www.youtube.com/watch?v=c-CQzAh12So&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] Please give me suggestions on what to add or change! Thx :)
I have redesigned the Detector and the flashlight system. They now run through LUA and are fully integrated in the map. [url]https://www.youtube.com/watch?v=ZDvxbywFMV8&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] I've got only a few things that I can think of to add to this concept. Suggestions are welcome! :) CHANGELOG + Integrated the detector and the flashlight battery in the GUI + Implemented the hl2 source flashlight as the ghost kill flashlight with lua code. + Added batteries to pickup and charge the flashlight battery.
I have a possible suggestion. The battery could drain faster when you kill a ghost because that energy is being put to a good use and that use is killing a supernatural being. How does that sound?
[QUOTE=Alti Core;45584952]I have a possible suggestion. The battery could drain faster when you kill a ghost because that energy is being put to a good use and that use is killing a supernatural being. How does that sound?[/QUOTE] Omg I love that idea! I will totally implement that! Thx :)
[B]MEGA UPDATE! - V 0.3.0[/B] [url]https://www.youtube.com/watch?v=b2HF8kuy2Mc&list=UUY1N7MwM_2kKSU2V8iL1uJw[/url] CHANGELOG + Ghost is invisible by default + You can make the ghost visible if the ghost is in the orange light range, this will cost 10 times more battery per ghost! + Killing a ghost costs 25% of battery power, and if you haven't got enough than you won't be able to kill the ghost. + Changed the HUD size, it now scales per resolution. + The ghost is randomly spawned across a the map by the use of special 'node' entities that I created. These nodes will be used to create random paths/tasks for the ghost. + There can be multiple ghosts, this can be set by a variable. + If a ghost kills you, a new ghost will spawn the position where you got killed. This ghost will spawn, even when the limit of max ghosts has been reached. [B]EDIT[/B] I am going to split this project in two projects. One of them will be the GhostRun gamemode, the other one the gm_GhostRun map.
I really love the concept, finally an original horror map ! good job man !
[QUOTE=Steinman78;45617622]I really love the concept, finally an original horror map ! good job man ![/QUOTE] Thx :) I officially split the project in two projects. One being the gm_GhostRun map and one being the GhostRun gamemode, which can be found here: [url]http://facepunch.com/showthread.php?t=1415578[/url] Hope to recieve alot of suggestions :) [B]EDIT[/B] I will still try to keep both topics updated! :)
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