WIP The Part where Everything went to Hell

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MasterLagger
1,695 Posts
Posted Jun 29, 2011
After I get the Traps map finished I'm going to try to make a small adventure including more than 5 maps in it. Even though Portal 2 is supposed to be funny, I can't help but think what it would be like if it were scary. That's what "The Part where Everything went to Hell" is, a bunch of horror-ish themed maps. Any ideas for this would appreciated. Any flaming, hazing, etc. will not. Keep it to yourself and get out of this topic.

I'm going to finish Traps first to get an idea on making better traps, rooms, etc. before I start on this bigger project.

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Darkylight
81 Posts
Posted Jun 29, 2011
Replied 57 minutes later
You can use custom skins/textures for your mod and i can help you if you need, some blood, dark chambers and silent ambience music its perfect to horror, extrange voices and sounds. You can use gravity and world portals. Make a blood cube or blood turrets, and make conversations with turrets like:
turret 1: I think I saw anybody more to kill.
turret 2: That will be fun.
turret 1: Bloods is sweet.

etc...

Flaming is easy and cool, you can use new theory things like "dark things" and "light things" where dark hurts and light destroys light, for example a dark door, you cant touch it and you need to use a mirror with lights to change it to light, etc...

Broken dolls is a good idea to make a horror theme. And more, you need surprises, inexplicable things and traps, traps more sadic than glaDOS and wheatley. I think is a good idea but you will have muuuuch work :smile: good luck.

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Marise
249 Posts
Posted Jun 29, 2011
Replied 1 hour later
Fun concept. You could probably do a lot with lighting. Lots of contrast, creepy shadows. Red or eerie yellow tinted lights. Maybe use lasers to achieve some interesting looks.

As the above poster mentioned, surprises are good, too. Hidden doors opening unexpectedly, complete with sound effect to startle the player. Lots of corridors where you can't see what's around the bend.

And don't forget all the decals of crumbling and water damaged walls. I think concrete walls would be good for this map.

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Darkylight
81 Posts
Posted Jun 29, 2011
Replied 55 minutes later
And you can use trigger_teleport to make when the player complete the chamber it changes with destruction, or blood or a message in the wall, i dont know, for make it scary you need to make anybody trying to follow us and kill.
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Marise
249 Posts
Posted Jun 29, 2011
Replied 29 minutes later
Thought about this some more... I think subtlety is key here. Hints of something frightening behind the scenes, but nothing too overt. The best horror films never show you the monster (in my opinion).

Oh, and I'd use the rusted cube skins for this. Nothing should be bright or clean looking.

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MasterLagger
1,695 Posts
Posted Jun 29, 2011
Replied 38 minutes later
All good ideas, I remember hearing an unused GlaDOS quote saying something long and ending with: "I'm going to kill you, Chell." I'll stick that in the map. Also the "surprise" room could be covered in blood that says "surprise." As for the turrets talking, I'll used the "skeleton" model of the turret.

Edit: To clarify on a few things, the main character/Chell will still be in Aperture Science, however this is more of a "What if" situation. What if GLaDOS was more sadistic? What if the traps were more threatening? Anyone that's heard of the "What if...?" Comics will know what I'm talking about. I'm just trying to make everything scary, but to keep it Portal 2 style, no dolls and stuff like that.
One other idea I forgot to mention is GLaDOS peeking out of a wall and then the wall shuts itself. Maybe bring back the "She's watching you" painting.

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MissStabby
160 Posts
Posted Jun 29, 2011
Replied 29 minutes later
there are also some creepy soundtracks in the portal OST, like the one where you hear ratman freaking out in the background. or the one you hear in the abandoned part of the turret factory... with all kinds of turrets cut in half! :biggrin:

Also having a random panel popout/crush something close to the player might also scare the crap out of the player.

And another thing that you could use, most of the panel arms have 3 skins, one displaying the famous cyan colours, but also a red one and a dark/off one. you can hide things from the player with a black skin, and then turn the skin to red when everything starts to move. :notwant:

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MasterLagger
1,695 Posts
Posted Jun 29, 2011
Replied 6 minutes later
Yeah, that's a golden soundtrack. Before I forget again, I'm also planning to add special triggers in the map. For example, the post I made about GLaDOS peeking out of the wall, I could add a Crusher that comes down almost hitting the player when the player goes to examine the wall GLaDOS was looking through.

___ o
VVVVVVVVVVVVV T

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WinstonSmith
940 Posts
Posted Jun 29, 2011
Replied 2 hours later
Just putting this in here:

I can honestly say that the single moment in Portal 2 that freaked me out the most was when GLaDOS began humming "The Bear Climbed Over the Mountain". Almost genuinely disturbing, and I'm not even sure why.

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MissStabby
160 Posts
Posted Jun 29, 2011
Replied 43 minutes later
you could also try to have a crusher panel "stalk" you (popping up beneath some panels that open up slightly, and closing fast when the player looks at it)
be sure to add some red omnious light to the room behind the wall/floor/ceiling.

Also you could do a "upside down" room where everything that should be on the floor is on the ceiling, along with a nice and complicated puzzle to solve :wink:

another thing you could do is to let panels assume a chaotic position, like when glados got detatched and before wheatly got attached. (or you could just copy that very core room)

And dont forget to put "did you know that people with a guilty concio.. MEEEEEEEEEEEEEEEP... oh did i startle you?" to the list of things she says

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MasterLagger
1,695 Posts
Posted Jun 29, 2011
Replied 54 minutes later
Ok I add some of those in. Even though this is a "scarier" version of Portal 2, I'll still include the puzzles, and add a little blood.

Another good idea, used blood splatter texture to warn where not to go.

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ChickenMobile
2,460 Posts
Posted Jun 29, 2011
Replied 1 hour later

WinstonSmith wrote:
Just putting this in here:

I can honestly say that the single moment in Portal 2 that freaked me out the most was when GLaDOS began humming "The Bear Climbed Over the Mountain". Almost genuinely disturbing, and I'm not even sure why.

That creeped me out too. I was like why is she humming? ROBOTS CANT HUM!
Then I realised that there was that secret with the singing turrets there. Singing turrets are kinda cute though... Just contradicting myself here.

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MasterLagger
1,695 Posts
Posted Jun 30, 2011
Replied 11 hours later

WinstonSmith wrote:
Just putting this in here:

I can honestly say that the single moment in Portal 2 that freaked me out the most was when GLaDOS began humming "The Bear Climbed Over the Mountain". Almost genuinely disturbing, and I'm not even sure why.

Actually, she was humming "For he's a Jolly Good Fellow," (It also says so on subtitles) she was also going a bit slower while humming the "which no one can deny" part. :lol:

I'm going to try to make GLaDOS more scarier than SHODAN. Now that's going to be a challenge.
Another idea, I'm going to make the Haunted Hall of Turrets. How would you guys feel if turrets appeared out of the blue?

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WinstonSmith
940 Posts
Posted Jun 30, 2011
Replied 1 hour later

MasterLagger wrote:
WinstonSmith wrote:

Just putting this in here:

I can honestly say that the single moment in Portal 2 that freaked me out the most was when GLaDOS began humming "The Bear Climbed Over the Mountain". Almost genuinely disturbing, and I'm not even sure why.

Actually, she was humming "For he's a Jolly Good Fellow," (It also says so on subtitles) she was also going a bit slower while humming the "which no one can deny" part. :lol:

Ah. Same tune and I never use the subtitles, forgive me.

On that note, anyone else think it would be scarier/more ominous if the song was "The Bear Climbed Over the Mountain" than "For He's a Jolly Good Fellow"?

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Marise
249 Posts
Posted Jun 30, 2011
Replied 4 hours later
Turrets appearing out of the blue could be cool, but personally I would prefer it if they did not shoot. It would just be to momentarily scare the player, and then the turrets vanish again. That's how I would do it.
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DAWH95
16 Posts
Posted Jul 01, 2011
Replied 10 hours later
skeletons,many skeletons!

think about all the dead testsubjects.

what if all those testsubjects became zombies? O.O

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ChickenMobile
2,460 Posts
Posted Jul 01, 2011
Replied 3 hours later

DAWH95 wrote:
skeletons,many skeletons!

think about all the dead testsubjects.

what if all those testsubjects became zombies? O.O

I would like to see your come up with the code to get the NPC's working.

But skeletons would be scary... WOOOOOOoooooOOOOooo

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MasterLagger
1,695 Posts
Posted Jul 01, 2011
Replied 4 hours later
Didn't GLaDOS say her new hobby would be "re-animating the dead"?
What if, instead of turrets appearing and disappearing, you see a zombified Chell appear then disappear.
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Vordwann
767 Posts
Posted Jul 01, 2011
Replied 5 hours later
Goood luck getting that to work.
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MasterLagger
1,695 Posts
Posted Jul 01, 2011
Replied 1 hour later
It was just an idea, I can't model so that won't work. I'm probably going to stick with the turret idea. I'm thinking of merging my Traps map with the this one. Since there will be a lot of traps anyway, I don't want to remake a map that has the same traps in it.