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The idea for the project was to make a series of three micro maps, told in the form of a short horror story, which were intended for use to introduce Crysis players to a more detailed and unnerving form of horror story (creepypasta) while also using the engine to render distinct environments, one for each story. It is dead, and was cancelled before completion. There is no need to track.


Release date: December 30th, 2010

The main context of Shelter's game play is that the player spawns next to their newly repaired pickup truck. You are stuck on a highway with a progressively worsening storm around you. Eventually your car breaks down again, and you're forced to find shelter in a nearby shack in the wilderness. From the outside, the shack seems abandoned and decrepit. But upon further inspection, perhaps not. This will be the introduction to this brand of mapping, this "concept" persay, and will make or break the continuation of it. The total length is around ten minutes.

Dead Ideas


The Wendigo is a classic tale, and will be brought to Crysis through the form of a short horror map with the player starting in the middle of the snow alps, tormented and exhausted. The cries of the wendigo call the players name, with you slowly freezing and slowing down in the dead of night and cold as the wendigo's voice grows closer and closer...


The player starts underwater with an intensive flashlight to guide their way. Their goal is to swim through ancient ruins, presumably to find an artifact. But as they soon discover, they find much more than that...

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The idea for this project was to see if the horror told through creepypasta like stories could translate well to "flesh and blood" experience. The answer, in short, is no. There are too many margins for error here including visuals, sound, depth and atmosphere all being dramatically different and harder to control than a simple text narrative is. But why?


People perceive what they see usually as fact, which is why it is hard to scare a lot of people with movies or games. When you rely on audio and visuals to guide your thinking process you get one of two reactions. The first is the negative or cynical one, where the person observing the events or structure you have created is analytical of a ton of flaws that draw them out of the immersion, ultimately lowering and eventually destroying the intended experience's scale of depth. The other reaction is one a branch of horror relies all too much on: The brains defensive mechanism. Making you jump, yell, sceam, feel ill, try to focus, etc. is what many, many creature flicks or "cat out of the bag" horrors need in order to get a reaction. This causes a certain thrill that many people seek, and which is why some people watch the same slosh over and over in theaters like Saw.

But when you're perceiving what is on text, you lose that anayltical value, you lose that cynical attitude, and you only have one companion: your imagination. It is true that the fear of the unknown is the oldest, greatest fear, and when you are describing events so uncanny or so shocking, you can directly manipulate--hell, you can control--someones imagination. This is done through grammar, narrative, linguistics, choice of words and the division of acts to slowly immerse the reader into your concise little nightmare.

Because when you describe something through text, or use minimalism in wording, it makes their imagination run wild. What is the monster? What does the castle look like? What is the protagonist seeing when he went insane? And so forth and so on. Direct control of imagination is literally impossible through something like Anthology of Horror, which is why it has been closed down completely as a project.


In closing, it was a fun experiment. People liked the atmosphere and likened the minimalism of level design to the half life 1 days, which I appreciated, as that was the intended goal. However some people--like on here--were negative about that. I was amused when people had troubles reading the directions, misinterpreting the ending, flying off a purposefully left in cliff edge instead of ignoring it, etc. Shelter was a good experiment though, all things considered, even if the facts I learned disappointed me. I was able to beta test my book reading system which has been refined for the Newport series, as well as introduce myself to modern settings, which I will no doubt use in the future when making mods not set in the 1930's of all things.

Seeing your criticisms and reactions to Shelter was fun. I learned a lot as a game designer and through intentional manipulation of incorrect minimalism and narrative, have learned both what kind of bugs people notice most, and also how creepypasta does *not* work in a game.

A detailed look: Autopsy of each map.

A detailed look: Autopsy of each map.

4 years ago News 0 comments

This news article aims to enlighten all interested parties in why this series is being made, what it's about, how it will develop and more.

Post comment Comments  (0 - 10 of 12)
C-zom Creator
C-zom Jan 27 2011 says:

I'm glad you liked it, I know a lot of you did and a lot of you didn't. But this was an experiment, an idea, a theory; it didn't pan out. AoH has been totally cancelled, it will not be happening again and the download might even be pulled in the future.

There is no need to track this page anymore. This'll be my last update to it.

+2 votes   reply to comment
bobsbarricades Jan 15 2011 says:

will comment and rate as soon as I figure out how to install mods! lol

I followed the instructions but I'm on steam. besides dir does this change anything? Crysis loads up, not the mod. I also don't see it in the mod tab from the main menu.

+2 votes     reply to comment
bobsbarricades Jan 15 2011 replied:

ok- worked it out. I have to say I didn't think anything could look so pretty on my machine 0.o 8600m GT 128 laptop.

Anyway, I LOVE stuff like this. Would always prefer voice actors, but this is a mod I don't blame you, nor use that as a mark against. I actually loved this. I think you did what a lot of game developers fail to do (even Frictional). And that's nuance like the hammer.

My only gripe was when I suddenly threw a grenade at the hammer thinking I could pick it up.... that was a surprise.

I think with as much as you have to do in order to get it up and running, a quick inventory, key command list would be helpful.

THis is indeed short, but I wish there were more. I would say 8/10. great work though. what else are you working on?

+2 votes     reply to comment
C-zom Creator
C-zom Jan 4 2011 says:

Very good review was posted by Ziggy. I'm pretty sure after studying a lengthy amount of feedback and discussions with some horror fans, it's that the general consensus is that creepypasta cannot transfer to the medium of gaming without disastrous results in both atmosphere and tension creation.

I'll await a bit more feedback on shelter, but I'm pretty sure I can label this experiment as a good one, but also the conclusive answer being "it doesn't work".

+2 votes   reply to comment
BloodyDeathwish Jan 3 2011 says:

Hey i really liked this! 10/10. Want more^^

+2 votes     reply to comment
C-zom Creator
C-zom Jan 2 2011 says:

I like whoever gave it a 1 didn't even bother to review it. I also like how no one is giving me feedback...

I guess I'll wait until Voyage to see if I continue on with this side project.

Edit: He gave newport a 1 too, just looks like I have a troll on my hands. No big deal.

+2 votes   reply to comment
Jagon Dec 31 2010 says:

I am very excited for this, downloading the first one right now, hope the stories are creepy :)

+2 votes     reply to comment
C-zom Creator
C-zom Dec 31 2010 replied:

I can't wait to see what you think. Remember to read the readme first guys. :)

+2 votes   reply to comment
tzahranul Dec 31 2010 says:

Hopefully moar pics! Introduction seems promising! I'll rate it a 8! When something solid comes out I'll rate it bigger!

+2 votes     reply to comment
C-zom Creator
C-zom Dec 31 2010 replied:

Thanks! When I do more work on Wendigo and Voyage, more pictures will be uploaded. :)

+2 votes   reply to comment
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