I'm proud to present my custom story for : Those who were forgotten.
Took a long time (more than a year) to make but mainly cus I was very busy wih other things like moving to different country, changing job etc.
I tried and I hope I managed to create an atmosphere based experience with focus on story telling.
The mod fetaures full voice acting. (around 10 voice actors involved). A fully custom composed soundtrack (well almost). Several hours of gameplay leading to 4 different endings (technically 5 but two are almost the same just achieved little differently). Most important: No Cheap Scares!
19 levels, REQUIRES JUSTINE.
I tried to keep the mod true to original amnesia experience, bear in mind I have never done anything like this before and I don't guarantee a super quality. I learned everything myself and I watched you tube tutorials how to code. So please don't be too harsh :)
Hope you enjoy, if you experience any bugs or problems please contact me so I can fix it.
Please check out the composer of the soundtrack for my mod:
enzo2090 - soundcloud
Amnesia has tendency to not save your progress in custom stories on the first launch. To make sure you won't experience it, I recommend save&quit; the game after first level is completed and re-launch amnesia to see if your save files are there. If not then the issue should solve itself on the second launch.
NO STEAM USERS: I get many messages from people who experience crash when they try to launch the custom story. To be able to play this mod you need THE LATEST PATCH 1.3 installed. You can find it on frictional game's forum.
- gets forever stuck in Crematorium after re-visiting it (fixed)
-Unlimited sanity restoration by using furnace in the Crematorium (fixed)
-Mod crashes upon launch for some players due to sript error (SEE ABOVE)
*SPOILERS* So I get lots of messages from people who played through the mod asking what's the plot about. I know I tell the story in the mod vaguely and...
The custom story is not dead. More updates coming soon.
Haven't updated in a long time. The project is completed roughly in 70%
So far I have scripted every basic event for every map I've made (monsters, some events and riddles) meaning soon I will have playable alpha of my custom...
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Full version of Those Who Were Forgotten. You tried to survive, you tried to help and you failed. The castle Dollus has been lost and burried for centuries...
Замок обрушился на тебя. Ты слышал неестественные крики тех, кто умер от болезни. Ты...
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I have played this custom story like 4 times and I STILL COULDN'T FIND the 3rd ingredient for the cure... Can anybody help me? :p
You propably mean the tonic, it's in the nest area hidden behind furniture in the "office room" that you unlock with the master key
If you say she, the monster will be a women? Another thing, Put a new one, not the ghost witch from RedLineGames, Is only that. Hopefully, the custom monster dont be that ghost, but certainly i think you custom story will be great. :)
Its a patended trade mark monster that belongs to me. Made using 3 talented people for concept art, model and animations.
Not an asset stolen from other projects : p
Its good to hear that monster, will be a new one, waiting to the release of your new custom story, looking forward this mod. :)
I have an issue. Only 2 jars were in the room where there's supposed to be 3 (for creating the acid). I've watched all the LetsPlays and everything and they all show a 3rd jar on top of the wooden shelf
Its a known issue with auto saves. When you reload an older save file the game tends to break and unfortunately you may have to restart : /
Hey, just went back and finished the mod. It's phenomenal. The only "complaint" I have is that the ending seems kind of out of nowhere and hasty. Other than that, everything is great. Level design was wonderful and enjoyable, and you used the monsters well. This mod deserves to be mentioned with in the same tier as The Great Work and other All-Time Great mods
Thank u, im glad to hear you enjoyed it : )
wilkOmilk, great job on this Custom Story!
The story was excellent despite not truly understanding who I was playing as (I looked at the "Plot" article after playing), and the explanations/backstory for the monsters were a nice touch. It felt as if they belonged there if that makes sense.
The music was phenomenal, especially on the walk leading to the temple; I got chills.
Going against the criticisms, I actually enjoyed the back-tracking since it gives areas additional purposes instead of just being "placed" there in order to get a specific item.
Finally, for your most recent article explaining the exploration maps, I think that that's a good idea. I've been reading some of the comments on a lot of other custom stories, and most of the negatives were regarding length and puzzles/items being too easy to solve or find, respectively. A more "open-world" Amnesia mod (the hubs) would definitely add length and difficulty, but don't make it too big since issues could then arise. For me personally, and this is just an idea, I'd like to see more uses of the Justine monster, and since your next CS as you said uses inspiration from The Evil Within and Silent Hill, I think the Justine monster would be a great touch, in addition with your own custom monster. Another thing, if your hubs require a somewhat specific order to them, I would implement something like having a note or a notice explaining that something else has to be done first in order to progress through that area.
Overall, keep it up and I'm looking forward to playing through your next CS whenever it comes out!
Thank you for your feedback and i`m glad you enjoyed it.
I was actually going to use the justine monster for TWWF in the nest area before switching it to the undead dog at the last minute.
About your point of telling the player where to go to progress the gamę. While im adding a lot of non linear exploration, the story progressiion is still very much linear. The player will always be at the very least hinted as to where to go.
For example early on the player visits a mansion, on their first stay they only explore around 40% of the building before going somewhere else. The player should notice some doors that have been boarded up in the mansion as well as some other places in the gamę. At one point they will find themself a tool for getting rid of those boards so now a lot of areas previously blocked become open for exploration. Classic resident evil style gameplay but on a bigger scale x3