Treasure of Horrors (Episode 2 Mod)

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Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Oct 31, 2010 1:45 am

Hello, my name is Dark Pivot, and I have been working on this mod for a couple months now. The mod is about an unprofessional treasure hunter who has been searching through the desert for an underground building rumored to contain treasure, riches beyond belief. You have a friend, who can communicate to you through a one way radio, and can see what you see through a helmet cam. He isn't with you physically, as he is back in his lab with his radar and other equipment to help you. However, as you search through the area, you find that things are very odd. It seems that modern technology has been built within. Things get stranger though as the world around you breaks apart, and you find evil demons and creatures.

Obviously, this is a horror mod. I am developing it alone. It's mostly using default episode 2 content. I have custom sounds and music, and a couple custom coded features though. I'm also currently learning 3D modeling. There's currently no plans for using weapons in the mod, but there may be a part or two where you'll use a pistol or something. I have already gone through some beta testing sessions for the first few maps in the mod, and I'm going to make sure that it's as bug free and stress free as possible. Here are some screen shots:

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You can find the ModDB page along with a small gameplay video and more screen shots here: http://www.moddb.com/mods/treasure-of-horrors

Oh yeah, if anyone has a suggestion for the better name... I'm all for changing it. X_X
Last edited by darkpivot on Wed Nov 03, 2010 5:44 pm, edited 1 time in total.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Groxkiller585 on Sun Oct 31, 2010 2:42 am

Every pic looks bland exept the last one, that one is passable. a few tips:

1. Do NOT just leave a wall that has a decent length textured as it is, add overlays and decals to break up the repetitiveness.

2. Specificlly for the support beams, you may wanna rotate the texture so it actually looks more like a beam that was placed diagonally there.

3. The ceiling in the same pic looks rocky; make it a displacement and make it just in/out for more realism.

4.As for the name, how 'bout Horror Hoard? Goes both ways in that it can mean a big pile o' wealth or a group of something. (in this case demons)
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Oct 31, 2010 3:15 am

Groxkiller585 wrote:Every pic looks bland exept the last one, that one is passable. a few tips:

1. Do NOT just leave a wall that has a decent length textured as it is, add overlays and decals to break up the repetitiveness.

2. Specificlly for the support beams, you may wanna rotate the texture so it actually looks more like a beam that was placed diagonally there.

3. The ceiling in the same pic looks rocky; make it a displacement and make it just in/out for more realism.

4.As for the name, how 'bout Horror Hoard? Goes both ways in that it can mean a big pile o' wealth or a group of something. (in this case demons)


Thanks for the feedback. Great ideas, I'll make sure to do those. I'll see about the displacements, that should definitely help, same with the decals and texture rotation. As for the name, I'm not really feeling it. It sounds kinda weird to me.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Oct 31, 2010 4:36 pm

Updated pictures:

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I know you haven't seen the pictures of these before the update, but they're on the ModDb page. The lighting got a little darker for some reason, so I'll fix that.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby jgoodroad on Sun Oct 31, 2010 7:43 pm

Looks good to me, but you might want to change the ceiling texture to something a bit darker, and...uh... what is with the van in pic 2?
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Oct 31, 2010 8:24 pm

jgoodroad wrote:Looks good to me, but you might want to change the ceiling texture to something a bit darker, and...uh... what is with the van in pic 2?


It's learning to fly! :D Seriously though, the tunnel starts breaking apart into a black void and objects start floating.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby Groxkiller585 on Sun Oct 31, 2010 11:33 pm

Looking good, I like the vent, was that there before?

The tiles near the dead headcrab are still too thick. Also, you'll get alot more realism if you cut the tiles out individually and then made a few fall out, ATM it just looks like someone took a knife and cut up the wall like butter. (no offense)
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Sun Oct 31, 2010 11:48 pm

Groxkiller585 wrote:Looking good, I like the vent, was that there before?

The tiles near the dead headcrab are still too thick. Also, you'll get alot more realism if you cut the tiles out individually and then made a few fall out, ATM it just looks like someone took a knife and cut up the wall like butter. (no offense)


Wow... I can't believe I didn't do the tiles like that. I'm so stupid. :P Thanks for the great suggestions again. I'll fix that. The vent wasn't there before either, I added that in.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Mon Nov 01, 2010 12:27 am

Here we go. I think it looks much better. I also changed it from fire to a light, because it didn't make sense that there was a fire there.

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Re: Treasure of Horrors (Episode 2 Mod)

Postby Groxkiller585 on Mon Nov 01, 2010 10:18 am

Great, it loooks alot better now! :D

Keep up the good work. :smt023
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Mon Nov 01, 2010 8:14 pm

Groxkiller585 wrote:Great, it loooks alot better now! :D

Keep up the good work. :smt023


Thanks man, you've helped a lot. :P
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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Tue Nov 02, 2010 11:15 pm

The mod has been going slow for the past couple of days. I've been kind of sick, so I've been in bed. I'm feeling a little better now though. I just did this room a few minutes ago, it looks a lot better then I thought it would turn out.

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Creepy, eh? You just came out of the vents, and you have to hide from a zombie that was following you by hiding behind the blue barrels. Any suggestions to improve it?
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Re: Treasure of Horrors (Episode 2 Mod)

Postby jgoodroad on Wed Nov 03, 2010 3:55 am

I would suggest a contrast light, perhaps some kind of red cage light in one of the corners, to act as a counter-balance and give a bit more depth (a view from the players perspective as he exits the vent would really help me explain). I only say this because I have seen many a mapper who believes that dark=scary, and I myself have been told on many occasions not to have dark maps.
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Re: Treasure of Horrors (Episode 2 Mod)

Postby jgoodroad on Wed Nov 03, 2010 4:01 am

I would suggest a contrast light, perhaps some kind of red cage light in one of the corners, to act as a counter-balance and give a bit more depth (a view from the players perspective as he exits the vent would really help me explain). I only say this because I have seen many a mapper who believes that dark=scary, and I myself have been told on many occasions not to have dark maps.
===[]"

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Re: Treasure of Horrors (Episode 2 Mod)

Postby darkpivot on Wed Nov 03, 2010 3:28 pm

jgoodroad wrote:I would suggest a contrast light, perhaps some kind of red cage light in one of the corners, to act as a counter-balance and give a bit more depth (a view from the players perspective as he exits the vent would really help me explain). I only say this because I have seen many a mapper who believes that dark=scary, and I myself have been told on many occasions not to have dark maps.


That's a good idea. I'll see how that works out, thanks.
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