Updated Demo
Demo 1 commentan update version of my horror mod demo updates: intro map - updated with some props and small details added. The sticking elevator issue has been resolved...
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Containing a similar plot with the original quake. This mappack is basically a homage to some of my favorite games, such as quake (as mentioned above, Doom 3, and some bits of Silent Hill.
I've uploaded a small demo, so you can get a feel of what this mod will be like.
models borrowed from the following mods:
afraid of monsters (original & directors cut)
Opposing Force redux
Survive in Catacombs part 1
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an update version of my horror mod demo updates: intro map - updated with some props and small details added. The sticking elevator issue has been resolved...
a short demo for my horror mappack, just to give a feel of what the mod will be like
looks bad to me too :>
Can you edit the name of this mod... to just: The Nightmare Map pack
looks bad :c
You need to be more specific than that. I need to know whats bad so I can improve.
Judging by the pictures I think "MisterDeath:" means that the rooms are
A. To dark.
B. To empty.
C. To boxy.
These are your biggest weakpoints. But I know you can do better just by thinking on your Xen maps for Blackops so keep working on it there's still a long way to go. :)
What happend to your Blackop mod I would rather see that getting continued on. As for this demo here only 1 map 250mb no sorry. I'll wait for the final version good luck. :)
I haven't neglected the Black ops mod, I'll work on that too.
The maps are very bare and the use of blood is quite excessive. Try to spice up the maps with objects and props that you think would fit in with the environment , and tone down the use of blood :)
I have updated it recently with sum props, like a couple of soda machines and trash cans. Not sure what else can go in those corridors at the start. And did you have any issues with the elevators? I keep getting stuck in the damn things and I can't seem to find a fix for that.
That is a goldsource bug, it happens in countless mods, although I'm not entirely sure as to why. I think it occurs more often if the elevator goes through a map change, the level may rise above the players feet during loading so they get stuck in the floor. The best counter-measure is to simply jump before the elevator hits the ground-floor or changes maps.
Either that, or noclip your way out of trouble :)
But for developers, they should avoid map-changes in elevators while they are in motion, the level should load once the elevator has reach the designated floor and stops moving.
I could use elevators in a different fashion. Like how they were used in the mod Black Ops, where u heard the sound and the screen faded in and out of different areas, to create the illusion that it's moving.