A wussie mode, some mode for the light hearted that can't stand a scare :P
Seriously tho: Co-Op!
And if done right it should split up the players occasionally.
[QUOTE=Frying Dutchman;23495842]A wussie mode, some mode for the light hearted that can't stand a scare :P
Seriously tho: Co-Op!
And if done right it should split up the players occasionally.[/QUOTE]
A really good horror game works on loneliness and isolation, and from that a sense of paranoia would develop.
Adding 'shooty-bang co-op fun!' would just throw all the horror elements out the window.
At any rate, in order to up the scare factor, make it so that in order to swing your melee weapon, you have to ready your weapon first, and as such you walk slower. The monsters could also have a very heavy breathing sound so when you walk in a room, you know something is in there because you hear it, but you have no idea what or where it is, making the player unnerved.
-snip-
Nevermind seems were decided on the plot then.
you guys know you need rumpel's permission right?
[editline]11:22AM[/editline]
nvm didnt read the op :downs:
[QUOTE=Death Giver;23496246]you guys know you need rumpel's permission right?[/QUOTE]
Read the OP carefully.
EDIT: It's k.
. Follow the red dots
[editline]11:27AM[/editline]
like in the first game
[editline]11:27AM[/editline]
but dont tell them so theyll be like WTF DO I DO
Here's a fun idea: When you enter a room, there is a 1/128 chance that when you're in the room, the lights go off and a screaming, grinning figure appears. It doesn't move or do anything, but it makes a loud screaming noise.
Some epic bits for admins to walk at and scare people. >_>
Basically a bit where you're walking through a long corridor, and as you're talking, you hear sounds of peek holes opening and closing. :ohdear:
How about you play as a test subject of the mysterious company that makes the painkillers? They were a main focus point of the original game. I've got a load of ideas if that direction sounds interesting. I write a lot as a hobby, so I can't model or anything, but the subtlety and the mystery of the first game I think I could accomplish quite safely.
I will proceed further if you are interested.
[QUOTE=Proj3ct_ZeRo;23488302]Semi Automatic Weapons only- No gun spam im afraid, small arms and shotguns, maybe a semi auto rifle like a FAL but the we wont be having any m4 carbines or auto shotys for spam, mellee combat will be the main focus[/QUOTE]
There were 2 automatic weapons in AoM:DC. The first was the Uzis, which had a fair amount of ammo available, but only in one part of the game. The other was the MP5, it was very, very hard to find ammo for this weapon. I do not think you should be concerned about spraying as long as you keep the ammo for the automatic/semi-auto weapons scarce. There were no rifles in AoM.
If you keep the weapons similar to the ones available in DC, I recommend you replace two weapons: The deagle and the uzis. there were times when you could spray with the uzis and there was no reason to use the deagle ever again once you found the revolver.
[QUOTE=booster;23495826]In a Hallway, let the walls be almost filled with paintings of people. And then the lights go out, and then they come back on. And suddenly you see that there were no paintings, Only windows.
I'd shit my pants.[/QUOTE]
Don't you mean portraits of people? I can't remember where I read it but this guy was lost in the forest and found a cabin to sleep in for the night. There were strange paintings of people's faces on the walls he ignored them and went to sleep. When he woke up the paintings were actually windows.
So basically people were staring in at him.
-snip-
Listen to Aphex Twin for two weeks straight, mainly the Ambient music, then you'll be ready.
This mod sounds intresting if you're going forward with it I'm willing to sign up as a modeler.
Well, I have a scene that'll worry players.
Have the G-Man horridly damaged, scarred, bleeding with a helpless look on his face somewhere. Somewhere you will see but not get to.
My guess is that people will say "wtf could hurt him? oh sweet zombie jesus!"
When you're walking towards an open door, when you're a couple of meters away from the door, it shuts really fast. And then maybe you'll hear a sound from the other side of the door.
Do the tapping on the window from the original again, that one always got me.
[QUOTE=Minelayer;23503822]Well, I have a scene that'll worry players.
Have the G-Man horridly damaged, scarred, bleeding with a helpless look on his face somewhere. Somewhere you will see but not get to.
My guess is that people will say "wtf could hurt him? oh sweet zombie jesus!"[/QUOTE]
Pretty cliché and would only scare a 12 year old.
What about if there was a level where there were no monsters but you hear noises, psychological torment. But when the player gets too comfortable (ie: halfway through the level) spring a monster or 2 on them. Would give them the creeps.
We have some very special things planned for melee combat, so firearms and ammo will be scarce, but im pretty sure you guys are going to enjoy the melee to much to notice :) As for the kinds of guns available, im going to be looking into some guns that arent really used in games very often.
Ok I have not played the original but how about a place where you either enter or see a room where there would be an entire squad of mutilated swat/national guard members. While you get closer to look you see a man sitting in the corner holding his rifle obsessing over how his rifle is his one and only friend or something.
Also this will probably be a real pain but have no ammo counter and a button that "checks" the ammo by pulling out the magazine and looking to see if there's any bullets left. Which would be awesome if you could get seemingly powerful weapons but they only have one shot, not that you'd ever know.
Another reall good idea is to include tons of subtle things that you could easilt miss on the first playthrough, giving the game more replayablity by seeing things you missed before.
Yeah subtlety is key to AOM, im sure there will be really creepy things you might miss the first play through ;) and I like the idea of checking the magazine to see how much ammo is in the gun.
AoM:DC was perfect as it is, I don't see how this mod you are working on will surpass it.
I still have AoM:DC installed.
[QUOTE=~ZOMG;23471592]Ok, well, what about dark, depressing colour correction and some thick, almost blinding foliage.
[editline]06:31PM[/editline]
Just picking out stuff from the video that could be used.[/QUOTE]
Yes, because it's brilliant to have lots of interesting creatures and scary shit happening and then COMPLETELY COVERING IT UP WITH POST PROCESSING.
Indeed. Brilliant.
Fear is created by mood and circumstance, not covering everything in fucking black. More than half the people that DLed AoM never finished it because they couldn't see shit, that's pretty much a guarantee that all your work is going to be ignored if the process is repeated.
I [I]could[/I] write a sort-of story, but that's the only thing I can do.
[QUOTE=iLife_Aftermath;23479196]Make a painting that follows you with its eyes.[/QUOTE]
[I]You enter a small tightly spaced hallway, a series of paintings lining the walls with a single candle between each one, giving the room an eerily dim lighting.
At the end of the hall is a fireplace, a large portrait of an elderly man above it, staring down towards you.
As you slowly creep up the hall you hear a small scratching sound like footsteps behind you, quickly turning around you notice nothing different is there, except for some of the previously lit candles which are now smoldering softly.
Continuing up the hall you notice something has changed, all the paintings are now missing save the large portrait at the end of the hall, something is off about this particular painting.
As you near, the eyes seem to shimmer in the remaining candles glow, as if they are made of glass or polished wood.
Your assumptions are quickly wiped as the eyes quickly dart away and the sound of the same scratchy footsteps rush away, a wheezy panting emanating from the source.
A cool breeze drifts through the hall, extinguishing the remaining candles and leaving you in pitch darkness.
[/I]
Why do I only write like this when I'm tired :I
Long hallway, you see something walking at the very end of it, and it turns around the corner.
You run to investigate, but you don't see anything, then the monster drops out of the ceiling right into your face.
[QUOTE=Mooman;23509928]Ok I have not played the original but how about a place where you either enter or see a room where there would be an entire squad of mutilated swat/national guard members. While you get closer to look you see a man sitting in the corner holding his rifle obsessing over how his rifle is his one and only friend or something.
Also this will probably be a real pain but have no ammo counter and a button that "checks" the ammo by pulling out the magazine and looking to see if there's any bullets left. Which would be awesome if you could get seemingly powerful weapons but they only have one shot, not that you'd ever know.
Another reall good idea is to include tons of subtle things that you could easilt miss on the first playthrough, giving the game more replayablity by seeing things you missed before.[/QUOTE]
[media][URL="http://youtube.com/watch?v=wJiAPelQIWY"]http://www.youtube.com/watch?v=mo8nlgVzrYQ&hd=1[/media][/URL]
Like that?
I like thinking up concepts for horror stuff, mind if I give it a shot? :buddy:
Here are some scene concepts:
[b]Construction Site[/b]
The set up is an (obviously) abandoned under-construction basement of a storage building.
You enter into one of the incomplete rooms. There are 3 doors, 1 is the entrance from which you came, 1 is to your right and is locked and the other is across from you and is not locked.
[url=http://www.cubeupload.com/img/7fbbdescene1.png]A very basic layout[/url]
The room seems genuinely normal, dry wall, wood and construction tools lie about and it is well lit.
So naturally you go over to the unlocked door and walk into the next room, which is the bottom of a stairwell, but a thick wall of debris blocks your ascent.
Suddenly, the door closes fast behind you and locks and you begin hearing whispers. You hear a loud ruckus from behind the door in the previous room, clanging, shuffling and scraping. As it draws on the noises only get louder and scarier, with pained voices joining the chorus which eventually escalate into screams of horror, something bangs on the door and you hear people crying in agony and begging for help. Everything goes black.
The door opens and the normal under-construction room's light spills in. You walk out and find that the previously locked door that was nearest to the entrance is now open, and the entrance itself is locked.
But when you draw close to the now opened door, things take a turn for the hellish.
The lights turn blood red and the doorway is blocked with writhing flesh, the horrific screaming from earlier starts back up immediately and now the once normal room is covered in hanged mangled bodies, symbols drawn in blood on the walls, lumps of moving flesh and various assortments of gibs.
But in the middle of this room stands an ominous black figure, no eyes, no features, just pure blackness, it slowly walks toward you, as you realize your movement is restricted, as it moves, you see monsters (the generic head twitchers from AoM 1 if you still use them, if not whatever generic monster you use in this) come from the places that you cannot see from your fixed position in the 2nd door's hallway, following the black figure over to you slowly but surely.
When the black figure is within arms reach it holds out it's arms in an unnatural, stiff manner and suddenly speeds into your face without making further movement, in a flash the nightmarish vision is gone, the normal room is returned back to it's old self, save for a single dangling rope tied into a gallow knot and a pool of blood beneath it.
[b]Alternate ending to construction site[/b]
As suggested by fellow forum goer' Mooman, when you come back from the 2nd "nightmare" the room appears fully built and furnished for optimal mindfuckery.
[b]The Fleeting Glimpses[/b]
Taking place in whatever claustrophobic underground area that suits the sequels atmosphere best (mines, sewers, whatever), the entire area is pitch black, forcing you to use your (supposedly infinitely charged) flashlight. As you move, you hear distant voices of an unearthly nature, and the occasional close up whisper of something creepy (I.E.: "we see you", "we draw near" etc.).
There are no enemies to be fought in this section, not until the end, though with your flashlight you will see figures of an undiscernable silhouette run away, some into corners where there is no exit, some into wherever else.
Eventually the player will think there are no monsters to be fought, and will feel "safe".
At the end of the level there is a shadow figure that does not run away, and you see all the figures from earlier who ran away now run into this figure, increasing it's size, when it grows to maximum height, it becomes a boss you must fight, speaking of which.....
The Creature concepts I thought up:
[b]The Fleeting Glimpse Boss[/b]
[u]Appearance[/u]: A 15 foot tall, vaguely humanoid creature, it flickers oddly and moves with a lurching gait, it's leg strides and foot steps oddly exaggerated like it is tip-toe-ing.
[u]Sounds[/u]: It makes no sound, the only noise is the din of battle and the battle music, which preferrably sounds as claustrophobic and stifled as the setting.
[u]Attacks[/u]: The Creature will sink into the shadows and appear somewhere else often, usually behind you or somewhere that will give it an edge.
It mainly attacks in a quick 3-blow combo, swinging one arm, then the other, then an overhead smash with both that does double damage.
When it swings it's arms they morph into scythes btw.
It also has a move where it blocks your melee after too many successive hits and teleports behind you for a quick uppercut counter attack.
Those are not it's exclusive abilities however, it can break itself down into 2-10 beings (the amount depends on it's hp and thus makes the attack more powerful the later into the fight) to assault you from multiple directions, each being only takes a certain amount of hits before vanishing however (the amount depending on how many dupes there are), every pair that are defeated re-form into a larger clone, so eventually it is beaten back to it's original state.
[b]Swarms[/b]
[u]Appearance[/u]: Bearing a passing resemblance to the Bullsquid things from AoM: DC, these creatures are a jumbled mess of sewn together human body parts, it looks like a human who is crawling on all fours on it's back, with it's head moved down to and sewn into it's stomach with a long neck assembled out of about 3 other people's throats. The head itself has had all it's orifices sewn shut except it's eyes, which are pitch black and retina-less, the eyelids sewn open. The headless neck stump now possesses a touthy maw assembled out of still bloodied ribs.
The abomination skitters along like an insect, it's long neck waving about, twirling and snapping it's head.
[u]Sounds[/u]: It makes two simultaeneous sounds. The pleading, pitious muffled cries of the original person emanating from it's misplaced head, and a deep gurgling growl coming from the rib-mouth.
[u]Attacks[/u]: These monstrosities attack in large swarms, they walk on walls, ceilings and floors and can actively switch between them in battle.
Their melee is weak and consists of swipes from the "legs", bites from the rib-mouth and it's elongated neck used as a whip. It cannot block attacks.
It's main attack comes from a bullsquid like spit where it hocks it's own heated organs from the rib-mouth.
That's all I got for now, how do you like it?
:v:
A part where you have to pull a lever or push some button, and then the player turns around to have a cheap scare in their face.
Fucking bioshock got me so bad with that one.
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