Brutal Lies!


Story and features:


One man, one sad memory, one brutal lie. You play as Michael, a 20 year old man living with his family and guests in a pretty rich castle. You wake up one day and finds a cassette on your desk. It's from someone you know pretty well. Someone with a story to tell you. Someone that will lead you into a great adventure...

This is a short, story based CS! The point with this custom story is to explore and find out the truth about the brutal lie in the story. In other words, it's not a scary story! There are a few scares, but not many of them.

Also notice that some people said the quality of the voice acting is bad. IT'S SUPPOSED TO BE "Low quality". The story is not played during 2013 so the quality of the cassettes are not the best. So the voice acting is only "bad" to be more realistic and more logical.

- Atmosphere scares
- A few monster encounters
- A deep story line
- Voice acting
- A few custom materials
Download and installation:


Moddb.com

Simply download, open the rar file and put the folder in your custom story folder. Done!
Redist if you are using a non-steam version.

Walkthroughs:



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Amnesia - Spawning monsters

Mapping/Technical Tutorial 9 comments

Want to know how you spawn monsters and make them patrol your map?

To start with, add a monster from the "enemy" folder in "entities" in the level editor. Brute or grunt is recommended for this tutorial. Place it anymore in your map, click on it and click on the "active" box. We DONT want him to be active from start. Remember to name the monster. I will call it "grunt". Click on "Entity" and you can see 2 options. One of them says "Disable triggers". Activate it and that means the monster will ignore the player and sounds you are making. Only recommended for cut-scenes and moments you dont want the monster to be distracted by other sounds. "Hallucination" is exactly what it says. The monster will be a hallucination and will disapear once the player is close enough to the monster.
Now, use the "Areas" tool and select "Script\". Drag the script any where you want (the monster will be activated once the player touch this script). Name it, or keep the original name. To make it simple, I will call it "script\" This is the command we are going to work with:

AddEntityCollideCallback("Player", "script\", "monster", true, 1);

AddEntityColideCallback is always used if you want something to happen when the player is touching something. A script is the most common thing to use. First field is who you want to activate the event. Name it "Player" and the player will be the one to active it. Second field is what the player is touching. I decided to call it "script\". The third field is the callback. What we want the game to do once the player have touched the trigger. I will call it "monster" to make it simple.
The fourth field is if you want this to happen once. If false, the player can trigger as many times he like. True is recommended. The fifth field is if we want this to happen once the player have touched the trigger, if the player is inside the trigger or if the player is leaving the trigger. Leave it "1". Much easier.

Now go to your level editor again and select the "Areas" tool and select "PathNode". The pathnode is where you want your monster to go to. It's important to place it as close to the ground as possible and make it linear! I recommend you to create one node and then copy that one and move it forward in a stright line to not confuse the monster! Also, you dont need to create a node for every step the monster is taking. But the monster will patrol faster if you have few nodes. Name the nodes what ever you want. To make it simple, I will call them node_1, node_2, node_3 etc.

Now, let's make make the callback
The Callback is what you want the game to do once the player have touched the script.

void monster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt",true);
AddEnemyPatrolNode("grunt","node_1",0,"");
AddEnemyPatrolNode("grunt","node_2",0,"");
AddEnemyPatrolNode("grunt","node_3",0,"");
}


Just continue to copy the same commands and continue the same way if you have more nodes in your map.

SetEntityActive is the entitiy you want to activate. The monster in this case.
AddEnemyPatrolNode is the nodes you have placed in your map. First field is the monster (grunt), second field is where he is supposed to go. Third field is how long he will stand at each node before moving on to the next one and the last field is the animation he is using while moving. Keep it blank!

Now we have a monster and he is moving to the nodes we want. But what if we want the monster to go away after awhile?

Let's see how that works. To start with, copy this command:

AddEntityCollideCallback("grunt","stop","CollideStop",true,1);

First field is the person or entity we want to touch the trigger. The monster in this case (grunt). Second field is the script we want him to touch. I named it "stop". Third field is the callback. Leave the other two fields as they are.

The callback is:

void CollideStop(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt",false);
}

What do we want to happen? We want the grunt to go away. The command is called "SetEntityActive" but since we want him to be disabled, type "false" in the second field instead of "true", First field is ofcourse the entity we want to be disabled. If this is going to work, make sure the monster is going to touch the script by putting the last node behind the "stop" script.

This is how it will look like once everything is done:

void OnStart()
{
AddEntityCollideCallback("Player", "script\", "monster", true,1);
AddEntityCollideCallback("grunt","stop","CollideStop",true,1);
}

void monster(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt",true);
AddEnemyPatrolNode("grunt","node_1",0,"");
AddEnemyPatrolNode("grunt","node_2",0,"");
AddEnemyPatrolNode("grunt","node_3",0,"");
}

void CollideStop(string &in asParent, string &in asChild, int alState)
{
SetEntityActive("grunt",false);
}

Amnesia - Key Quest

Amnesia - Key Quest

Mapping/Technical Tutorial 0 comments

A tutorial about how you create a simple key quest in Amnesia level editor.

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Brutal Lies - complete version

Brutal Lies - complete version

Full Version 12 comments

A complete version for Brutal Lies Version 3. Found any bugs or flaws? Please, report them to me. Enjoy :)

Post comment Comments  (0 - 10 of 63)
RichardGreenlambda
RichardGreenlambda

Was a nice mod. But the puzzles were kinda boring and the ending was pretty bad.
7/10

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W33dFlackes
W33dFlackes

Good mod :D Click to watch me play it ;D Youtube.com

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KrustiClawn Creator
KrustiClawn

Nice videos man! Thx :p

Reply Good karma+3 votes
Guest
Guest

Great mod so far, although I believe you have some similar map names to the custom story Abduction because everytime I try to go to the cellar in the Brutal Lies custom story, it goes to the cellar in the Abduction custom story :(

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KrustiClawn Creator
KrustiClawn

Fully possible. This story is not my newest one so I didn't know it's best to name my maps something special for just them so it won't overwrite maps from other stories. Try to simply remove or delete Abductiom from your custom story folder while playing this one and it should work fine ;)

Reply Good karma+2 votes
KiraImmortal
KiraImmortal

i really enjoyed this story :) during the recordings, subtitles could be better, but i understood it in most parts. the casette recorder not fits so well in the surroundings, but i could accept this little 'problem'. you should have concentrate a bit more on the design. i encountered nice not so complicated puzzles, good story and atmosphere. 8/10 thank you for this one :)

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KrustiClawn Creator
KrustiClawn

Thanks for your constructive critism and feedback! Glad you enjoyed it ;)

Reply Good karma+2 votes
Kadience
Kadience

i have played many mods over the past few days, and my computer crashes every time I'm dragged to the cell and because i have to look for a key, it has happened twice in 2 different cells so I'm giving up, seems to only happen when i pick up a sleeping pad, but great story otherwise, i would of loved to see the end, i will try another one of your custom stories

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Lapiris
Lapiris

Looks awesome, is this a big custom? I mean, you need to play more then 1 hour to finish it?

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KrustiClawn Creator
KrustiClawn

Depends on how smart you are with puzzles. It can take 20 minutes if you rush. Around an hour for new, decently smart players ;). But then ofcourse, it also depends on how much you explore. So well, yeah expect around an hour

Reply Good karma+2 votes
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