hl2dm scp-087

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hl2dm scp-087

Postby NAPREDATOR on Tue May 15, 2012 7:04 am



This is based off of scp-087-b the game, i've set it up so it repeats 2 segments of the map forever with a low chance of the second segment (the corridor) but i plan on adding more.

The goal of the map is to go as far down as you can there is a competitive nature to this as the lower you go the faster the monsters are and also it keeps track of what floor you are on so you can compete with others.

There are a bunch more events i plan on adding right now there is only that 1 monster, a couple of random sounds, and a secret door which when you go inside either gives you 10 levels or kills you.
Last edited by zombie@computer on Tue May 15, 2012 9:18 am, edited 1 time in total.
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Re: hl2dm scp-087

Postby Stormy on Tue May 15, 2012 9:31 am

Ususally I'd be all for an SCP game, but 87 has been DONE. I understand that from a design standpoint it's one of the easiest (and most popular) to make but do something else!

Nice work though, getting it playable.
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Re: hl2dm scp-087

Postby Spas12 on Tue May 15, 2012 7:36 pm

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Re: hl2dm scp-087

Postby MaK on Tue May 15, 2012 10:03 pm

That's the point Spas!

It looks like you've got the concept down, but as far as SCP-087 goes there's not much more you can do with it. My only suggestions would be creating a better monster, and more 'fake' scares like shadows and stuff. All in all it's just running down stairs, and it seems like it would get boring for the other players, but it could be fun with friends I guess. Maybe you could have minigames and stuff for the other players that could alter the other player's progress or fate.
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Re: hl2dm scp-087

Postby nub on Tue May 15, 2012 10:44 pm

I played a Unity game based on this same thing. It's definitely a cool concept, but it just gets way too stale. Cheap scares only work once usually. You can literally tell where the monster will come out because there's a corpse of the last player who died from it lying there. It's just a random chance you'll actually trigger it. The monster also looks really cheap and silly. You should consider trying to find a freaky looking model for a better effect.

You could definitely use much better sounds. The looping ambiance in the background doesn't do a whole lot for the experience, and the random breathing and "bang-crash" sounds that get replayed over and over aren't very unsettling. Have you played Stalker before? The underground lab missions had amazing atmosphere in both the visual and audio department. I would try and mimic that. I actually have all the underground lab ambient sounds lying around somewhere on my hard drive. If you want, I can send them to you and you can use them to create a custom soundscape (which this map desperately needs). I know this map is mostly in the conceptual stages and whatnot, but you will definitely want to make it look really scary, rather than using plain bricks and concrete with slow, pulsing lights.

Honestly, I think your best bet to make this unique would be to totally ditch the infinite spiraling staircase concept from SPC-087 and instead just make a big underground facility or lab with tons of different rooms and long halls and stuff. This will give the player the ability to actually explore, rather than constantly walk straight while turning right over and over. Additionally, it will let you fit tons of random events in to the map to keep it more interesting.
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Re: hl2dm scp-087

Postby NAPREDATOR on Wed May 16, 2012 12:50 pm

nub wrote:I played a Unity game based on this same thing. It's definitely a cool concept, but it just gets way too stale. Cheap scares only work once usually. You can literally tell where the monster will come out because there's a corpse of the last player who died from it lying there. It's just a random chance you'll actually trigger it. The monster also looks really cheap and silly. You should consider trying to find a freaky looking model for a better effect.

You could definitely use much better sounds. The looping ambiance in the background doesn't do a whole lot for the experience, and the random breathing and "bang-crash" sounds that get replayed over and over aren't very unsettling. Have you played Stalker before? The underground lab missions had amazing atmosphere in both the visual and audio department. I would try and mimic that. I actually have all the underground lab ambient sounds lying around somewhere on my hard drive. If you want, I can send them to you and you can use them to create a custom soundscape (which this map desperately needs). I know this map is mostly in the conceptual stages and whatnot, but you will definitely want to make it look really scary, rather than using plain bricks and concrete with slow, pulsing lights.

Honestly, I think your best bet to make this unique would be to totally ditch the infinite spiraling staircase concept from SPC-087 and instead just make a big underground facility or lab with tons of different rooms and long halls and stuff. This will give the player the ability to actually explore, rather than constantly walk straight while turning right over and over. Additionally, it will let you fit tons of random events in to the map to keep it more interesting.


thanks for the advice but i want to keep the overall style of the map the way it is because i think the game is scarier when you do it by yourself and not with other people, also i thought the idea of the scoring system was a cool touch because people can compete with each other. Right now there isn't a lot going on because there are only 2 different zones i plan on adding much more.

and yeah if you could send me those sound effects that would be great, i'll give you credit in the map somewhere for fetching those for me.

on another note, i've been trying to add fog to the map much like the fog you can get with env_fog_controller but i don't want it to spread everywhere because it would be in the spawning room, is there a way i can make it so just parts of the map have fog instead?
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