Making Ns Scary...

13

Comments

  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    edited February 2004
    -Uhh try making the Kharaa the Aliens from the movies
    Hitman047 did a nice job skinning all well made Aliens
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=63554' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=63554</a>

    - try playing in the dark(?)
  • NSASil3ntdeathNSASil3ntdeath Join Date: 2004-01-16 Member: 25365Members
    Its not halloween yet.

    lock this. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--QuoteBegin-[NSA]SIL3NT-DE4TH+Feb 23 2004, 05:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([NSA]SIL3NT-DE4TH @ Feb 23 2004, 05:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Its not halloween yet.

    lock this. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol, but I do agree with the TS, NS isnt that scary, what I found to be scary is playing AvsP(1) with a marine....good old times *sniff* too bad I played everything that could be played of that game
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Its not halloween yet.

    lock this.  <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Why would this thread need to be locked? Its perfectly legitimate
  • sTuPiD_iTiaLiAn2ksTuPiD_iTiaLiAn2k Join Date: 2003-12-23 Member: 24677Members
    spew a couple of scientist body parts around the maps.... maybe add a couple blood pools.... some entrails.... not to mention the ocasional marine torso hanging from vents.... oh.. and who could forget the impending marine ribcage on the meat hook

    Half-Life is M rated... so **** all the little kids...

    BLOOD GORE GUTS DEATH DECAY DIEING ROT BUNNIES BODIES CORPSES

    someone make a poll
  • GLFattyTheGorgeGLFattyTheGorge Join Date: 2004-02-13 Member: 26511Members
    I agree, why would there be no ripped up marines or cut open aliens?
  • AkalamanaiaAkalamanaia Join Date: 2003-01-04 Member: 11833Members
    edited February 2004
    Cause NS wants more players(probably cause they need to attract a sponsor for future games)
  • sTuPiD_iTiaLiAn2ksTuPiD_iTiaLiAn2k Join Date: 2003-12-23 Member: 24677Members
    they really need to add something... a cvar or something to make more blood gibs something....

    cause im just a freak like that... so do it for all the italians like me...

    or we shall scream hate crimes... WHERE IS MY AFFIRMITVIE ACTION
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    There doesnt need to be more blood.
    What is really needed is better use of Particle systems, lighting, and music.
    If I saw a Huge Puddle of blood in REAL life, OK, Id get a little freaked out.. But in a game you need to create SUSPENSE, Not quite Horror. Its pretty much impossible to create Horror in a videogame.. Not even the Silent Hill series was enough to truely SCARE me.
  • AbsolutSwedeAbsolutSwede Join Date: 2003-10-14 Member: 21693Members
    As a AvP/Aliens fan i use all packs i can find with that theme... what helps the most for me 2 create a scary feal to it, is the Aliens sound packs and also the Aliens soundtrack.

    NS doesnt get that scary all u can hope for is a slight increase in scaryness.
  • GLFattyTheGorgeGLFattyTheGorge Join Date: 2004-02-13 Member: 26511Members
    I agree, an all of a sudden sound or lights going out makes you jump and more afraid then an impaled corpse which you know is just props
  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    edited February 2004
    I use lots of custom skins, and Ive used stuff from several different sound packs to make my ambient background sounds more eerie.

    Death sounds are always nice.

    Like the blood curling scream that the marines make when they become Onos lunch.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    EDIT:

    OMG BRIGADIER WOLF YOU CAME BACK!!! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    EEEEEE!!! <=== please excuse my uncontained giddyness

    If I was religious Id just say the Jesus of the NS modeling community has returned!
    At least I hope he has. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • GLFattyTheGorgeGLFattyTheGorge Join Date: 2004-02-13 Member: 26511Members
    Yeah, well the forums have died down alot now. Hopefully he will stay.

    My only suggestion is that you either

    A: Use creepier skins
    B: use creepy sounds, like claws scratching on a door or something
  • sTuPiD_iTiaLiAn2ksTuPiD_iTiaLiAn2k Join Date: 2003-12-23 Member: 24677Members
    if any of you have played AVP2.... you know the title screen... the one before the actual menu.. but the little movie thing... with the alien sucking sounds.. thats a great sound... i would love to hear that in a hive room... not the NS pumping sound which has to me become bland.... if tehre was a way to enfornce gamma on a server that would be cool too...

    Also i think the hud's default color should be more 'gritty' and not that TSA sky blue color....

    If the music changed based on your current cituation, that would be ******* awesome...


    blood levels really depend from player to player.... for instance, I loved how in AVP2 you could eat the corpses of marines when your an alien... and I loved how you could claw at their arms and rip them off... not to mention the great predator spear gun... great head poppin action!

    Why not add something like where an alien dies, a pool of greenish blood appears and since it is bacteria... it would sort of affect a person... so like make it damage you or something...



    i dont know.. but SOMETHING must be done....



    i think im going to take up mapping.... and create a ******* insane map... ns_blood.... but i would need some help.. and since im on a mac... well... hrmm im intrigued...
  • AbsolutSwedeAbsolutSwede Join Date: 2003-10-14 Member: 21693Members
    1 quick thing that makes NS scarier for me is AvP1 death screams... definatly a must.
  • ViPrViPr Resident naysayer Join Date: 2002-10-17 Member: 1515Members
    edited February 2004
    there may be some trick to making gory maps that can pass the screening process to being an official map. put bodies or whatever all over the map but then in the official release replace the gore models with some useless empty models. people then only have to go to some site to download a pack that contains all the gore models that have the same names as the benign files and overwrites them when the pack is unzipped.
  • MarrMarr Join Date: 2002-12-11 Member: 10582Members
    I'm Marr and I've been maintaining my Ambience Pack and other sounds for over a year now. The thread for my latest version, 3.0, can be found <a href='http://www.unknownworlds.com/forums/index.php?showtopic=63251' target='_blank'>HERE</a>. My goal has always been to make NS scarier and more immersive, but also to make the ambient sounds less annoying and intrusive.

    In my opinion, sound is preferable to sight when making things scary, because once you see something, you gain intimate knowledge of it. But when you hear something, you know <i>something</i> is out there, but you're not sure:

    * What it is.
    * Where it is.
    * How many there are.
    * Whether it's dangerous or not.

    I've spent a good deal of time analyzing how the ambient sound system works in NS and all its maps. For me, the biggest challenge in remaking NS's ambient sounds was the lack of random events. Most ambient sounds in NS play the same sound in the same location. This means that the first time you visit a location, that place is interesting and scary, but it's the same at each subsequent visit, so there is little to surprise you.

    The map that used ambient sounds the best was ns_bast. Like most maps, this map had a good deal of regular .wav and .mp3 files that played in specific locations, but there were also a few .wav files that would play at random times. I think that this is very effective. NS needs a bigger library of random sounds and the maps need to make better use of them.

    The worst map for sound would be ns_mineshaft. I've played that map a great many times and I heaven't heard a single ambient sound!

    Whether playing as a marine or as an alien, I am always listening very closely to hear enemies nearby. Since I'm paying so much attention to sound, it really makes a difference if I also hear creepy wind, deep moans, clacking machinery, water trickling, and distant howls of pain.

    The great drawback of ambient sound, though, is that too much can get in the way, especially towards the end of the game. If the marines are dominating the map, why would they hear screams of pain or alien laughter?

    I really hope that future NS maps implement more ambient sounds that play at random times.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    <!--QuoteBegin-Dark Soul+Feb 22 2004, 01:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Feb 22 2004, 01:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> add something liek this in an NS map:

    <img src='http://www.moviemaniacs.net/mm6/queen/mm6_queen_photo_03_dp.jpg' border='0' alt='user posted image' /> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I want that figurine.
  • PharcaePharcae Join Date: 2004-01-06 Member: 25101Members, Constellation
    Marr, those sounds are really nice:)
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Gore can make a game scarier. Anyone rember playing Return to Castle Wolfenstein, specificcly the Catacombs level.

    It was fairly well lit, and occaisonally you'd here some inhuman sounds, but the thing that made you really nervous was that as soon as you saw the Nazi with his arms chewed off and his intestines hanging out, you knew a zombie would pop out from the wall.
  • big_jimbig_jim Join Date: 2003-12-14 Member: 24350Members
    i was thinking about this and ambient sounds and atmosphere are the way to.

    so i just watched Aliens again. and the scarest part(i know its not that scary but hey) ithought was when the marines were getting their a**whupped in the teraformer.

    why was it scary? the way that they were watching the battle in the APC. all the vid screens were distorted, flickering, and more importantly, the panic and fear in the marines voices over the comms. things like

    "THEY COMING OUT THE WALLS! THEY'RE COMMING OUT THE **** WALLS!"
    "on your right!"
    " *insert marine name*?! wheres *insert marine name* ?!?"
    "he's gone man! he's gone!"
    *plenty of undecipherable yelling*
    *gunfire*
    "lets move it! lets go marines!"
    "*insert marine name* move outta the way!" *gunfire, alien screaming"
    "fall back! fall back god damn it now!"
    "move your a**!, c'mon keeping moving!"

    i could go on, but you get the idea, basicly the idea that, somewhere else where you cant see, your team mates, buddy, commrades are getting torn to shreds is a far more chilling thing than seeng their gibs modeled on the floor, just hearing these kind of things faintly as if from over the comms, will let your imagination scare you half to death, i.e:

    walking down a corridoor on the way to the wp, on your own (damn nubs running off like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->) *sound of distant gunfire and a human scream* *gulp* then, AAAAGHHH A SKULK!! *BLAM BALM BALM* "er comm im gonna need some new shorts"

    as aposed to:

    walking down corridoor on the way to the wp, on your own (damn nubs running off like that <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->), see gibs on floor .<b>again</b>. then, AAAAGHHH A SKULK!! *BLAM BALM BALM*, cool i got him, i am one 1337 kill0r

    dosent work does it?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Yeah its a shame NS doesn't have "battle music", hehe.


    Anyhow, as I see it, you can go for the rather chaotic tunnely mazey style map with lots of pipes for skulks to emerge from, with lots of crazy comm chatter.

    Or you go for the story telling map, let the player be a detective - following a trail of smashed computers, or walls, or bacterium.


    Or you go for the marie celeste look - something STILL not quite achieved. Quiet, eerily quiet, kids toys in a deserted nursery, a schoolroom, perhaps a nice deserted family habitat.

    Soundwise, think of whats freaked you out in other situations. Total silence punctuated by whooshing vents or barely audible skulk skittering footsteps should put nerves on edge. Frenzied comm chatter can instill a sense of urgency too. However, always be aware of a fine balance - continual noise assaults are easily ignored if repetitive, and constantly quiet noise can have some players reaching for the volume control.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    someone should work on a ns_music pack, where its a low toned music then all of a sudden itll change to a loud high shrieking noise like u see in scary movies when someone goes by a window looks out and the thing or whatever pops up. im sure itll catch u off guard sometimes
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    maybe <a href='http://www.unknownworlds.com/forums/index.php?showtopic=63688&st=30' target='_blank'>this</a> might make it scarier <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • TOMMYTANKTOMMYTANK Join Date: 2003-12-04 Member: 23938Members
    <!--QuoteBegin-AbsolutSwede+Feb 23 2004, 01:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AbsolutSwede @ Feb 23 2004, 01:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1 quick thing that makes NS scarier for me is AvP1 death screams... definatly a must. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    erm where u get those from? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    and dark, u just put me off my lunch with ur head crab now..
  • Gas_CanGas_Can Join Date: 2003-05-23 Member: 16633Members
    I kinda agree with Brig that those Flickering lights and stuff really scare ya more than just a marine corpse lying somewhere that ya know is a prop. Its a shame NS doesnt support "active" music with active i mean here is that when nothing is really happening around ya no skulkies near the music would be that spooky Aliens style stuff and when a skulk is near or gorge etc the music would change and in batle again 2 suit it better that would be cool.

    P.S Nice 2 see ya back Brig "Hands Brig a beer"

    P.S.S When all the particle light and sound effects are right ya could add a few marine and alien corpses lying around but not 2 much or it will really look weird and be a tad 2 disturbing. Random bodies here and there are ok and add atmosphere (Walks in a narrow dark corridor steam erupts from faulty pipe *EEK! phew only the pipes* keeps walking the lights flicker alot sees something in corner walks closer sees a half eaten dead marine ) thats scary
  • BloodySlothBloodySloth Join Date: 2003-08-27 Member: 20284Members
    i think dead bodies would confuse me more than freak me out. I mean that nanosystem and the bacteria net are supposed to like "digest" dead players, that's the whole story reason why bodies and guns dnt stay on the ground in the first place. Of course its really because of how much it would slow down your computer but bah. Anyway im working on a big soundpack for the aliens from the Painkiller demo, and it's pretty creepy.
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    Gas_Can, resize your avatar pls <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Dark Soul+Feb 24 2004, 03:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Soul @ Feb 24 2004, 03:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gas_Can, resize your avatar pls <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    it's one of the boards standard avatars so I think it is NOT his fault <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    <!--QuoteBegin-CaptainPanaka+Feb 24 2004, 08:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CaptainPanaka @ Feb 24 2004, 08:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> it's one of the boards standard avatars so I think it is NOT his fault <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    oh, didn't check, but still resize it pls it's bothering me <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    (nothing personal of course)
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