Halloween is coming...

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MasterLagger
1,695 Posts
Posted Oct 19, 2011
What would make a scary map for Halloween?

I'm currently testing with... well, I won't spoil it. :twisted:

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iWork925
1,080 Posts
Posted Oct 19, 2011
Replied 6 minutes later
Alot of misaligned textures is kinda scary.
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MasterLagger
1,695 Posts
Posted Oct 19, 2011
Replied 16 minutes later

iWork925 wrote:
Alot of misaligned textures is kinda scary.

Like a deformed test chamber or are you being a wiseguy?

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ChickenMobile
2,460 Posts
Posted Oct 19, 2011
Replied 2 hours later

iWork925 wrote:
Alot of misaligned textures is kinda scary.

That would make me scream for at least 10 hours!

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iWork925
1,080 Posts
Posted Oct 19, 2011
Replied 9 minutes later

MasterLagger wrote:
iWork925 wrote:

Alot of misaligned textures is kinda scary.

Like a deformed test chamber or are you being a wiseguy?

Are those the only choices?

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Will T.
163 Posts
Posted Oct 20, 2011
Replied 5 minutes later
I want to see "the chamber [GLaDOS] built where all the robots scream at you." Now there's your Halloween map.
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beecake
484 Posts
Posted Oct 20, 2011
Replied 6 hours later
Darkness... If you have played amnesia, you know what i mean... NOT totalt darkness. The player may just not have a chance to see the whole level at once...
Then voices, coming out of nowhere...
Stuff like eyes popping up and disappearing again...

Make a normal test chamber where you get in and suddenly something goes wrong and all light goes out... And somebody is being released... What if glados and wheatley Found together to get rid of you?

Search "female" or "male" in the model browser... Maybe you can use Them. Maybe there is a mad scientist somewhere in the map?

EDIT: And the env_fire! Fire is always scary! make the fire come out of nothing, with no other purpose than lighting your way... :biggrin:

Actually you gave me ideas... I will be starting too... Where are you putting a map like that?

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CookieNinja8
34 Posts
Posted Oct 20, 2011
Replied 3 hours later

beecake wrote:
Darkness... If you have played amnesia, you know what i mean... NOT totalt darkness. The player may just not have a chance to see the whole level at once...
Then voices, coming out of nowhere...
Stuff like eyes popping up and disappearing again...

Make a normal test chamber where you get in and suddenly something goes wrong and all light goes out... And somebody is being released... What if glados and wheatley Found together to get rid of you?

Search "female" or "male" in the model browser... Maybe you can use Them. Maybe there is a mad scientist somewhere in the map?

EDIT: And the env_fire! Fire is always scary! make the fire come out of nothing, with no other purpose than lighting your way... :biggrin:

Actually you gave me ideas... I will be starting too... Where are you putting a map like that?

That sounds cool, I'd play a map like that.

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Marise
249 Posts
Posted Oct 20, 2011
Replied 59 minutes later
The idea of using fire to light your way could be cool. If you could make some kind of torch the player carries around, which sometimes needs to be set down in order to complete parts of the test. It would have to light the immediate area pretty well, to avoid frustration, but it could leave the rest of the map dark.
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Nyskrte
125 Posts
Posted Oct 20, 2011
Replied 4 minutes later

Marise wrote:
The idea of using fire to light your way could be cool. If you could make some kind of torch the player carries around, which sometimes needs to be set down in order to complete parts of the test. It would have to light the immediate area pretty well, to avoid frustration, but it could leave the rest of the map dark.

Maybe you have to carry around the partially incinerated companion cube from Portal 1?

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spongylover123
944 Posts
Posted Oct 20, 2011
Replied 2 minutes later
Android Hell
A map with the saw theme
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MasterLagger
1,695 Posts
Posted Oct 20, 2011
Replied 3 minutes later
A screaming (and possibly killer) Companion Cube is one of my ideas. The other involves Turret Testing Dummies. Anyone who played the Mod "Nightmare House 2" will know what I'm talking about.
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beecake
484 Posts
Posted Oct 20, 2011
Replied 1 hour later

Marise wrote:
The idea of using fire to light your way could be cool. If you could make some kind of torch the player carries around, which sometimes needs to be set down in order to complete parts of the test. It would have to light the immediate area pretty well, to avoid frustration, but it could leave the rest of the map dark.

In form of a burning cube maybe? I will find out... The level won't be as much test... more like... a thinking part. Is it too much if the map requires an iPhone?

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MasterLagger
1,695 Posts
Posted Oct 20, 2011
Replied 8 hours later

beecake wrote:
Is it too much if the map requires an iPhone?

Absolutely too much. Remember the person downloading the map shouldn't need anything more than the game Portal 2.

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beecake
484 Posts
Posted Oct 21, 2011
Replied 7 hours later

MasterLagger wrote:
beecake wrote:

Is it too much if the map requires an iPhone?

Absolutely too much. Remember the person downloading the map shouldn't need anything more than the game Portal 2.

Haha yes i thought so too :wink: the iPhone thing could just be a bonus

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MasterLagger
1,695 Posts
Posted Oct 21, 2011
Replied 6 hours later
To make things look scarier, does anyone know how to make the HL2 advisor effect? You know the blurred vision every few seconds.
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spongylover123
944 Posts
Posted Oct 21, 2011
Replied 5 minutes later
mat_motion_blur 1
cl_blurpasses 1

These console commands enable motion blur, used in hl2

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beecake
484 Posts
Posted Oct 21, 2011
Replied 1 hour later

spongylover123 wrote:
mat_motion_blur 1
cl_blurpasses 1

These console commands enable motion blur, used in hl2

Is it possible to make a trigger toggle these commands?

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Robdon
204 Posts
Posted Oct 21, 2011
Replied 17 minutes later
Hi,

You can add camera blur with the logic_playerproxy entity.

Add that to your map, and then you can use a trigger or something to set the property of that entity 'SetMotionBlurAmount' to a value. A value of 10 is a good amount...

Rob.

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MasterLagger
1,695 Posts
Posted Oct 21, 2011
Replied 9 hours later
I tried testing all 3 ways mentioned above, and none of them worked. Maybe it doesn't work in Portal 2.