Scariest Map contest!

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Cutmanmike
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Post by Cutmanmike »

Well indeed the atmosphere was scary as hell. I was expecting something HORRIBLE to come out of nowhere but it didn't. I hate it when I feel like that, yet I made facefear.wad :)
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Caligari87
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Post by Caligari87 »

Does anyone have a file called evilbase.wad? I posted that here some time ago, and it got massive props for atmosphere. Problem is, I don't have it now. Can someone link it?

8-)
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DoomRater
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Post by DoomRater »

I wanna gear up a player with a lot of stuff and then give him a surprise level trap that can kill him in one hit if he doesn't spot it!

Also I think the level was slightly scarier without the music. You could also do without that savegame line trigger, or at least move it closer to where it belongs (right after the jumps over the slime pit)
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SMG M7
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Post by SMG M7 »

Thanks for the feedback. Basescare.wad was at first going to just be what it was in the beginning, and the remake of it will not, and I repeat loudly, NOT have that god-awful scene at the end, or the pathetic fight areas. It'll also be without normal doom enemies, so I can do more in the way of fighting.

In the way of the lighting, try looking at some of the different areas more closely. Also, don't run through the level, it kinda ruins the sounds and such. About the too dark thing, sorry, but I wanted everything to be darker. I'll fix up the level and show it off in Point Blank.
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Post by DoomRater »

You should penalize the player for trying to run through the level somehow. Perhaps a polyobject crusher, for instance? That'd scare the hell out of me if I tried to run through a level and automatically got squished for doing so.
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SMG M7
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Post by SMG M7 »

I tried to use the slime pits to slow you down. Actually, I think a script that brings down the ceiling in front of you that will only crush you if you are running.
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DoomRater
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Post by DoomRater »

Well you could implement that, but what I was thinking of was more like you trigger it and it comes down in front of you, and if you move too fast you miss the warning signs of the trap and you end up walking right into it!
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SMG M7
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Post by SMG M7 »

That's what I meant, except there is no warning, it just comes down. If you're running, you hit it, if you're not, you don't. BTW, I tried lightening the map up, didn't look so nice. If you go through with GZdoom with Doom-style lighting on, it captures the idea alright, but still is kinda bright.
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Nash
 
 
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Post by Nash »

I decided to give this thing a try.

I've got a somewhat scary map going on, but I'm too afraid to work on it any further. :/

It's based on my nightmares...
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Post by DoomRater »

The idea of having a trap just come down if you're running would be nice except how would you trigger it? Probably by trigger lines that capture the level time and then subtracting the second one from the first, and if the time is too close together you could bring the trap down.

I actually don't like that as much as having the trap come down anyway regardless, because monsters don't really scare a player all that much. A trap that instantly kills a player? Knowing that you barely escpaed death is always a pleasant scare for most players in dark areas. Just nice to have around.
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Belial
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Post by Belial »

This instakill trap nonsense will just piss people off. I certainly won't try such a map again after dying in some idiotic trap.
DarkFoxSoldier20
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Post by DarkFoxSoldier20 »

I'll do one. Does Zdoom support MP3?
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Phobus
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Post by Phobus »

Yes it does.
DarkFoxSoldier20
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Post by DarkFoxSoldier20 »

Then I got some MP3 I can use to make a map scary. That I made anyway.
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Post by DoomRater »

Belial wrote:This instakill trap nonsense will just piss people off. I certainly won't try such a map again after dying in some idiotic trap.
Oh, you'll know the trap is there, but if you try to run through the level too quickly you'd simply miss it. And even if you were just being cautious and walking and you didn't know what triggered it it wouldn't hurt you because it'd just close in front of you.
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