Since the very beginning of Cry of Fear, it was apparent that Simon was severely depressed, and had no one to turn to. It was even said by Doctor Purnell that Simon had been deeply disturbed individual since long before "the accident". But how did Simon get this way? What had happened that caused him to have no one to depend on in his life? This custom story mod takes a creative look at how Simon got to where he was at the very beginning of Cry of Fear. It's about having no one to depend on, no shoulder to lean on, and no one, not even your best friend, to turn to at your darkest hour. It's a story of social isolation, of being pathetically and utterly alone.

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A little update on progress, as well as how the first official playtest of Chapter 2 went.

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Yay for our first news update! I have no idea what to write about...Just kidding.In all seriousness though, huge thanks to the Moddb community for approximately 500 visits on our page in just the first few days after creating it. We appreciate the attention we're getting, even though this is our first news post.We've pretty much completed the second chapter of the custom story mod (except for the animated cutscenes, those are a quite tricky to learn at first), and our co-scripter/voice actor, who goes by the name of Luna, did a playtest of the maps on the second chapter. Unfortunately, less than 24 hours before she came over to playtest it, we lost a fair-sized chunk of progress on the final map of chapter 2, so she wasn't able to test that. Originally, the last map of chapter 2 was going to be a remake of Kirkville (since every map in our mod that was originally in Cry of Fear is going to be remapped to give it a new, "different" look), however, we are most likely going to replace it with a slightly altered version of the train ride map in the prefabs/singleplayer folder of Cry of Fear: SDK 1.3.By the way, if there are any mappers out there who are struggling with mapping for Cry of Fear, we STRONGLY suggest you download Cry of Fear: SDK 1.3. It has a lot of commonly used (but complexly made) stuff in it, such as functioning elevators, fuse boxes, etc., as well a handful of maps from the Cry of Fear singleplayer mode, which allow you to easily copy, paste, and tweak some stuff from the levels, such as the exploding door jumpscare, a couple of cutscenes that you can tweak to fit your map, and the like. It has been a HUGE help in development.Anyways, like I said, we're pretty much done at the moment with the second chapter (except for cutscenes and possibly refining some of the buildings, which will be done a little while before the release). The first chapter is almost entirely composed of cutscenes, and the parts that aren't composed of cutscenes require some slightly difficult stuff that we're still trying to nail down. Our plan for each chapter is as follows:1: Do the core mapping aspects and structures2: Refine core mapping aspects and structures3: Add details, props, models, etc.4: Make all the non-cutscene related triggers, such as jumpscares and ambience5: After going back and refining everything to be just right, create the animated cutscenesWe've made a lot of progress and we've learned a lot about mapping this summer, but when we go back to school we're going to be pretty busy. However, we will continue to work on the mod during the school year, and use what we have learned this summer to enhance our productivity.Thanks for reading! Stay tuned!

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