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Paladin

Make NMRiH a scary game

42 posts in this topic

I was wondering if it was possible to make nmrih a scary game? By scary, I mean like Amensia, whereby doors open unexpectedly, you lose your sanity if you stay in the dark too long,

and throughout the level, certain ghosts like the girl out of F.E.A.R appear. To make it even more scarier, you could have flashs of a zombie or something like in the Excorist directors cut. On top of that, I think it would be a really good idea if there was a final boss on each level such as Jason Voorhees, Freddy Krueger and Billy Mays. At the moment, most of the music in the game is action music and the only scary part of the game is when you open the toilet door in broadway and it makes a scary sound.

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Pretty sure the zombies make it scary as well, I'm freaked out whenever I get cornered by a bunch with no flashlight and only a melee weapon.

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ghosts doesnt sound like a good idea

but random scary sounds would be nice like zombies banging on a closed door on the otherside of the door or something similiar.

We need more zombie babies.

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adding features that aren't really related to the game(ghosts and all) is not necessary, games don't need all of that to be scary, they just need to make good use of elements

adding real horror to nmrih would be simple because the people who play this game aren't really expecting a scary game, and surprises is really what scares people

for example, when i played dead space, i constantly awaited for something to jump in my face and try to make me shit myself, and by doing that, i didn't get one scare in the entire game

however, in the ravenholm map in half life 2, i got some scares, even though the zombies weren't really scary, and i had a lot of ammo and guns, i simply wasn't expecting anything scary, i was just waiting for a random action scene with zombies, and maybe that's what nmrih players are expecting as well

also, Amnesia works differently, it is made to rape anyone who plays games like dead space always expecting something (like me), because it makes you absolutely sure something is going to jump at any second, but it doesn't, and it keeps repeating that until you are mentally exhausted, and then it scares the shit out of you

tl:dr version:

Make players think they are secure when they're actually not

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What's the point of adding all those supernatural things to this game? it would totally change the game and I wouldn't want to play it anymore. I like this game because of the survival theme, not because of its horror theme.

There is one thing I need to say though about the scaryness this mod, in no other game but this have I actually "flexible scaryness". If you play it for a while, complete each map a few times, stop plaing, start playing and so forth it sort of gets less scary but each time you die or fail, or when there is an unexpected little girl that creeps up behind you, then it suddenly becomes a lot more scary. That's the great thing about NMRiH. :)

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Im not even sure if OP is trolling. Ghosts? Jason Vorhees as a final boss? Are you high? Keep the horror REAL within the zombie premise. I got nothing against cats jumping out of lockers, or a zombie bursting out of a closet, or lightbulbs bursting occasionally, but ghosts and shit is just trying too hard, and not to mention unfitting for the game's scenario.

Now don't get me wrong, I'm a big fan of Amnesia, Freddy and Jason, insanity features and weird shit in general, but this is not the game for it IMHO.

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Ok yes, the supernatural stuff was joking but my main point is that I think there should be more scary sounds when opening doors and scary music

throughout parts of the maps.

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(something about holocaust justification.)

also, Amnesia works differently, it is made to rape anyone who plays games like dead space always expecting something (like me), because it makes you absolutely sure something is going to jump at any second, but it doesn't, and it keeps repeating that until you are mentally exhausted, and then it scares the shit out of you

Fuck yes, amnesia is the shit.

Only game that scared me it's been years.

the real reason amnesia is so sketchy is because your completely defenseless, that's the main premise of the game.

tl:dr version:

Make players think they are secure when they're actually not

That's why I suggest zombies with "hunter behavior", the game should drop 1 or 2 zombies every 2-4 minutes (30% runners), which always know where you are and chase you relentlessly.

Ok yes, the supernatural stuff was joking but my main point is that I think there should be more scary sounds when opening doors and scary music

throughout parts of the maps.

This is unreasonable.

He's a troll.

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A step toward this would be adding 'lurker' zombies i.e. zombies that lie and sit around looking like they're dead/on their last legs then frantically attack if you get too close, randomising it so that some may actually be dead/not have the strength to do anything unless you get ridiculously close.

Even though the OP was joking, some kind of 'sanity meter' could be cool. e.g. alone, injured and in close proximity to loads of zombies increases weapon sway/slower fumbled reloading, more frantic hits with meleee weapons (Some would be inaccurate and underpowered, whereas the odd few would be really powerful 'beserker' hits) If ever the player characters were given individual characteristics, people like the hunter would suffer less from it when alone, but would get less of a bonus being in close proximity to other players.

Also, instead of players just turning ragdoll/doing the 'im infected' animation when they die, if a zombie had grabbed them it should then take them down and start eating them. Basically, extend the death animations. In RE and Dead space the player death scenes kind of upped the players sense of self preservation/compunded being killed. Talking about animations, when a player is in the latter stages of infection they should start to lose control ie. start stumbling about, talking/shouting incoherently until they finally die. You could take player control away completely when this happens (Have the camera go fixed third person so the player can watch their character, basically and extended death animation) or have them remain in 1st person and in control, though I suppose that could be kind of annoying if the effects were really drastic.

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Well some kind of random behavior might be a good idea. For example, you empty a clip into a zombies chest with a pistol and it goes down, thinking you have killed it you move on but a few seconds later it stands up again and comes after you. That would be pretty scary, especially in the sewers of Chinatown or Cabin. It will make players more on edge and have them looking behind every 5 seconds.

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hunters, "sleeping zombies", and zombies that seem like they're dead but they're not would be good features

players are ALWAYS more afraid of getting scared than dying, when you die it's just your character, but when you get scared it's you

also, i have a suggestion, how about adding objectives that make the situation worst, for example:

Lets say your objective is finding a battery and powering something up to make progress in the map, but the battery is already being used at an energy station or something like that, and when you take the battery, the whole city goes dark. By doing that you made progress, but the game gets harder and potentially scarier

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Lets say your objective is finding a battery and powering something up to make progress in the map, but the battery is already being used at an energy station or something like that, and when you take the battery, the whole city goes dark. By doing that you made progress, but the game gets harder and potentially scarier

Well keep in mind this is Source engine. It doesn't really support that. All the lighting in source engine is baked. It does support switching out a light to be on or off. But its not practical beyond using 1 or 2 of them because it increasing the memory usage so much storing all the baked lighting for on and off and probably would just make the map be crashy.

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You could just pretend that the whole city was lit before, as in the players don't see the rest of the city so they don't know it was ever lit before they gain access to it but it really is best to just keep switchable lights to small areas.

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I think you could put up a loading screen thingy after hitting the electricity and load the same map again, but compiled with no lights. Thats albeit the correct way it would be done on source engine. But loading screens suck , nobody like them. lol

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I think the runners should slowly mill about in the crowd and only break out into a sprint after they spot you. That'd be a little scarier than their current method of running around in random directions like a jackass.

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You can achieve somewhat "scary" atmosphere STALKER-like. I mean, when escaping from Agroprom trougth the underground that you have cleared out couple of hours ago it is still dark, the sounds and creeks remain, acid is still there...

It makes you think that you are unsafe when you are safe.

The best thing would be: You think you are safe, you are not (XxRoxXx)

You think that you are unsafe, when you are safe (Me)

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ercqxv.jpg

:rolleyes:

i·ro·ny/ˈīrənē/

Noun:

The expression of one's meaning by using language that normally signifies the opposite, typically for humorous or emphatic effect.

Verbal Irony:

Is a disparity of expression and intention: when a speaker says one thing but means another, or when a literal meaning is contrary to its intended effect. An example of this is when someone says "This is unreasonable. He's a troll." when what they mean (conveyed blatantly by instantaneous impulsive logical self-inconsistency) is they find "This" quite reasonable.

:rolleyes:

I think the runners should slowly mill about in the crowd and only break out into a sprint after they spot you. That'd be a little scarier than their current method of running around in random directions like a jackass.

True, I find them currently more funny then anything else.

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I think the runners should slowly mill about in the crowd and only break out into a sprint after they spot you. That'd be a little scarier than their current method of running around in random directions like a jackass.

^^^ THIS.

It would make the game much more intense and scary if ANY idling Zed could suddenly rush towards you. Maybe raised aggro could even have a chance of turning some walkers into runners.

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^^^ THIS.

It would make the game much more intense and scary if ANY idling Zed could suddenly rush towards you. Maybe raised aggro could even have a chance of turning some walkers into runners.

The idea of aggro creating runners is great, maybe the chainsaw could be buffed a little in usage time, but cause zombies to go stir crazy after you.

I like the idea of the chainsaw making alot of noise, causing most zombies in the vicinity to be aware and attracted to you.

chainsaw = noisy

any other melee = stealthy

this should realistically be the chainsaw's nerfing factor.

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The idea of aggro creating runners is great, maybe the chainsaw could be buffed a little in usage time, but cause zombies to go stir crazy after you.

I like the idea of the chainsaw making alot of noise, causing most zombies in the vicinity to be aware and attracted to you.

chainsaw = noisy

any other melee = stealthy

this should realistically be the chainsaw's nerfing factor.

Agreed. Usually when I get the chainsaw it's like "Stay behind me, guys, I'm gonna saw our way through to the Gun Shop and back... whistling.".

Well, more like laughing maniacally, but you get the point. Raising aggro would be great for nerfing the chainsaw. It works that way in the browser-MMO "Dead Frontier" as well.

Silencer/sound suppressor items would be a great addition as well, but then the revolver and shotguns would be at a disadvantage.

I REALLY dig the notion of having to be SILENT. I've been going to a zombie apocalypse LARP every year for the past 4 years, and although fighting zombies is exhilarating, nothing beats the suspense of hiding behind a bush at night trying to stay quiet while a horde of moaning zombies shambles by.

Which reminds me... NMRiH needs CLOSETS once zombies can break down doors. But I digress.

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I would also like to see more of an onus on stealth, it'd make melee weapons more useful and would compliment the already limited ammo supplies (people would think twice before firing a weapon to take out one or two zombies in their way, players would be more inclined to shoot at zombies collectively in desperate situations, taking as many out as they could before running) Firearms/chainsaw or anything noisy should attract zombies' attention and if players stay in an area continuously making noise (e.g. the Gun-shop in chinatown) gathering zombies should snowball and form a 'herd' that just rips through the place (like they're riled up, with the group getting incrementally faster/more aggressive as it gets bigger and intensifies)

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Which reminds me... NMRiH needs CLOSETS once zombies can break down doors.

You sure wally fits in there?

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