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Staredit Network -> Ideas -> What makes a map scary?
Report, edit, etc...Posted by Screwed on 2004-11-25 at 04:43:59
Hi everyone, I just need some ideas for a map (Rpg) I might start. (Yes, I'm getting off trailers blink.gif I'm so retarded to the level that I made 5 trailers in a row and I'm getting trailer-phobia crazy.gif )

I'll just give some brief information on what this map is like. Think of a bond between Resident Evil and Half-life, with zombies, obstacles and guns etc.

How can I make people feel scared in the map?
How can I generate the atmosphere?

All help is greatly appreciated. Thank you happy.gif
Report, edit, etc...Posted by BeeR_KeG on 2004-11-25 at 11:58:23
Atmosphere is best generated by music.
Have the players have all the same color like black.
Don't give the Human Players much vision to be with. Have them un-vision themselves and have a computer have a burrowed zergling under the unit at all times to give vision.
Give the player a sense of being alone and that anything might pop out at any moment.
Report, edit, etc...Posted by DT_Battlekruser on 2004-11-25 at 13:22:04
Play freaky sounds every once in a while, and have some enemies ambush you.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 15:18:41
QUOTE(BeeR_KeG[eM] @ Nov 25 2004, 10:58 AM)
Have them un-vision themselves and have a computer have a burrowed zergling under the unit at all times to give vision.
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That causes the units to walk slowly.
Report, edit, etc...Posted by Tarh on 2004-11-25 at 15:34:11
To prevent the unit from moving slowly you could have the zergling only move when it is out of it's 1x1 location. It might make the view movement a little choppy in some areas, so you could instead have it moving at certain intervals (around twice per second).
Report, edit, etc...Posted by BeeR_KeG on 2004-11-25 at 15:46:46
QUOTE((U)Bolt_Head @ Nov 25 2004, 04:18 PM)
That causes the units to walk slowly.
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Exactly. It makes you feel like your in a small dark place all alone and your disabled.
It can't get better than that unless you have some really good music which is pretty much everything to atmosphere.
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-25 at 21:11:44
Well that may not be a desired effect.
Tarh you can move the ling slowly or only once you walk off of it but that will make the zerglings existance more noticable, it still causes it to slow down, but not nearly as much.

I'm not saying ither of these are a bad ideas but you must be aware of the negitive effects. Here is another thing, unless you intend on having your players share vision (bad idea in my opinion for a horror map). you will need a seperate computer for each player. This limits you to 3 human players because 3 comps are used just for vision leaving you with 2 for other uses.

I canciled one of my horror maps after realizing this. I was using tourches that players would be able to light, I didn't want all the players to see the torch and i couldn't get the effect the way i desired it to be.
Report, edit, etc...Posted by yeow on 2004-11-25 at 22:05:33
Terrain of the map..

Make the people feel cornered and confined. Like, you can't run if you are ambushed.
Report, edit, etc...Posted by Chill on 2004-11-25 at 22:35:42
QUOTE((U)Bolt_Head @ Nov 25 2004, 09:11 PM)
I was using tourches that players would be able to light,  I didn't want all the players to see the torch and i couldn't get the effect the way i desired it to be.
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Were you using like pylons or something for torches? If so, you could just stack a bunch of them in the same place, give them to player 12 (or a comp or any player that dose not have vision with the human players,) put a location around them, and them make it so when a player does whatever they need to do to light the torch, it gives one of the torches at that location to that player, thus giving that player (and only that player) vision in that area.
Report, edit, etc...Posted by Screwed on 2004-11-26 at 00:00:35
Just visiting my thread to say thank you biggrin.gif (Otherwise I would be ignorant mellow.gif ) I would appreciate if help still poured in though.

This thread might assist other map makers as well so I'll also post what I think makes a scary map.

I think confusion and reverse psychology is very useful. Make the players feel safe when they are actually not safe. Make the players leave a place and come back to find everything is different etc. Random events also make horror maps quite realistic and freaky.

Other points are pretty much mentioned.
Report, edit, etc...Posted by Foamy on 2004-11-26 at 11:10:42
[attachmentid=3107]
[attachmentid=3108]

It's the death sound of a Marrine, backwards, find it kinda... PSYCHO!.. hehe, well maybe good for something..

got this long music, to big i think, its like 1.13MB so.. maybe to big..

if you have SoundForge you could Cut it down...

well, here you go anyway: [attachmentid=3109]
Report, edit, etc...Posted by (U)Bolt_Head on 2004-11-26 at 22:12:33
QUOTE(Chill @ Nov 25 2004, 09:35 PM)
Were you using like pylons or something for torches?  If so, you could just stack a bunch of them in the same place, give them to player 12 (or a comp or any player that dose not have vision with the human players,) put a location around them, and them make it so when a player does whatever they need to do to light the torch, it gives one of the torches at that location to that player, thus giving that player (and only that player) vision in that area.
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A pylons vision range was about 3 times the amount of vision i wanted (way too much). I belive the last thing i tried was creating halluinated zerglings. (also work as a timmer, so it fixed two things). The main problem with that is I discovered hallucinated units do not satisify the bring condition, so i couldn't make the tourch burn and stuff. I'm sure i could do it with some kinda zergling thing if i tried again.

QUOTE(Screwed @ Nov 25 2004, 11:00 PM)
Just visiting my thread to say thank you biggrin.gif (Otherwise I would be ignorant  mellow.gif ) I would appreciate if help still poured in though.

This thread might assist other map makers as well so I'll also post what I think makes a scary map.

I think confusion and reverse psychology is very useful. Make the players feel safe when they are actually not safe. Make the players leave a place and come back to find everything is different etc. Random events also make horror maps quite realistic and freaky.

Other points are pretty much mentioned.
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Thats a really good suggestion, In Hoth one of my favorate parts is this zergling found just before the elivators. The first time someone walks up to the elivator it creates a zergling burrowed in the hallway, and orders it to run the other direction. (you only see it about half the time and only if your the first one down the hall). Anyways its really funny watching people, I have actually been in games where the entire group turned around after the leader saw the zergling and freaked.
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