Needed: Haunted House maps/textures/prefabs/models

DaMaN

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What i'm looking for is some Haunted House prefabs/maps/textures/models i can use for designing this map.

This map will be released for Sven Co-op Source, whenever it comes out. I'm starting early so that when Sven comes out with it, i can easilly adapt this Haunted House map to it.

Anything you can make would be appreciated. Some ideas are:
-Cobwebs
-Creaky doors
-Long hallways
-Gothic interiors/exteriors
-Teamwork puzzles
-Scary effects
-Dawn of the Dead

This map will be based largely upon a Starcraft map that i once played. You start separated from everyone else, with no weapons and no suit. The entire beginning you have nothing, and must find your teammates in order to get to the armoury, where you can either take an SMG or a Crossbow (but not both). There you also get a suit. From that point on, you have to sneak/fight your way out of this Haunted House without completely loosing your nerve. Intended setting: LAN party in Basement with lights out, starting at 9:00PM and going untill 1:00 or 3:00 AM.

Basically, i want it to be impossible to sleep after playing, and long enough to go for about 4-6 hours.

Thanks for any maps or map peices you can supply.
-DaMaN
Email: [email protected]
 
LOL that reminds me of many a LAN party!

Um a suggestion though... Start with the 9mm pistol or if you wanna be really cool, make a .22 pistol that you start the game with and have headcrabs running through the place. 3-4 hour gamplay is gonna abe hard to do, i would go Huanted Neighboor hood. Or maybe you start in the residential district and you have to get to the (insert place here) to be rescued.

Instead of houses... maybe a hotel or arpartment building! Hehehehehe, if you want anymore ideas lemme know!
 
Nice, i like it! I'll see what i can dredge up from old maps...
 
Like it? Ok, umm... do you have any positions open on the team for your mod? I cannot do anything but think as of now (XSI is downloading and i dont really know how to use it.)

Are you looking for sounds? I could do some of that (Using my house to get some of those sounds) I can also do any voice acting required. I also drew a map for CS:S That is was going to make but never did, it is based on an apartment building and i could send it to you.
 
Well, it's not actually a mod, but i will need custom models and maps and stuff. I like the apartment building/complex idea, perhaps something older, 18th century-ish, but has been slightly modernized.

Once again, this isn't going to be an actual mod, it will be a map (or rather, a series of maps) in the Sven-Coop Source mod (whenever it comes out :S). But i'm going to work on it in Half-life 2 in the meantime...

I am mainly looking for maps/map sections, but sounds, voice-acting, models, ect. Since its' not a mod itself i probably won't need anybody for programming, but for sounds anything like creaky floors, sqeaky doors, rusty chains, footsteps, children's voices, other random voices, groans, shrieks, ect. Think haunted house like, but NOT corny!!! ;)

Thanks for anything you can contribute, and contributers will go in the main credits!

-DaMaN
 
Yeah shure... i have an 8 year old brother, you can have all the shrieks you want :) Anyways ill get back to you on the mapping, i cannont map, if only i could put what I see in my head in game :o . What format do you want the sound files in?
 
I like the idea, I've not heard of many Survival Horror mods about escaping a haunted place.

But I'm wondering what exactly is haunting this house/town? Is it some kind of poltergeist or has something happend to the town like a disease/virus causing all the residents to die and return as homocidal specters?
 
That's a good question. I'm not really sure what has actually happened to the town/house, and i don't think the characters (players) will ever really find out. (At least in this part (part 1; i may do a sequel, but that's years down the road) Right now all the players are concerned about is GETTING OUT. Things in this haunted house shouldn't be easilly explained, (like places where you see a group of people through the window talking, but when you get to that area all you see is bones and corpses). However, there's going to be some of the classic "experiments on humans", torture chambers, labratories, children's playgrounds that are deserted but children's laughter is heard nearby... etc.

As for the reason the players are there... it's going to basically be: you wake up on a bed in a house. You have no idea where you are, how you got there, or even WHO you are. (though you remember how to breathe, walk, talk, open/close doors, ect). I may string together some plot that will explain why you have no clue about what's going on, and why you are in this haunted house (probably connected somehow...), but right now all i've got is a few ideas.

Also, scattered around the house(s) are these little pieces of paper you can find that have little tidbits of information on how to get past the next puzzle or little storyline clues. (you walk up to a note and press 'e' and the message appears on your screen sort of thing).

I'm considering doing a night/day routine as well. Each lasts for 5-15 minutes (havent decided), and different things happen during each time. For example: in a certain hallway if you enter during the day, an antlionguard (or other big, scary thing) appears at the end of the hall, and will kill you inside the hallway (once you exit the hallway, it disappears). However, at night, it doesn't appear at all. Hence these little puzzles that must be solved using inginuity as well as the right timing. Another example might be that you see different things at night than at day. You might find a window looking outside and see trees during the day, but at night you see zombies roaming around. Some puzzles may require you to do certain things during the day, or certain things during the night. (All with the purpose of (eventually) finding your way out of this hellish haunted maze).

To distinguish between night and day i might have a timer on the top of the players screen, so they know how much longer the day/night lasts, and/or different lighting effects, ect.


Another final thing is that the players only have 1 main shot at it. If they die, when they respawn in the room, they will be instantly teleported to a cage in the basement, where they can watch what's going on. However, a player in the cage may be rescued by another player making his way into the trecherous basement and opening the cage. Once everyone leaves the cage, it's locked again, so another journey is required for someone who dies. This should help to increase the fear of death, as well as getting the players to act cautiously. Though you will have an oppertunity to get weapons, in the first bit of the game you will have none. (also, people in the cage will have no weapons either). Amunition dumps can be found in various places, but are in no means plentiful, so it's not possible to rampage straight through the game and a sneakier, stealthier approach is required.

Whew, anyways, thanks for the support!!

-DaMaN

P.S. I'm not sure what the sound files should be in, probably .wav, (i'm not sure which are needed to compile them into something hammer will recongnize)
 
You spoke of a possible sequal, well what if the sequal is about finding out who you are, where you came from, what happened to the town ect ect, since in reality you'd be more interested in staying alive than finding out who you are.

I'm not too keen on the night and day aspect, I think you should keep it locked in one single night. Plus adding in some NPC's to interact with, like other survivors, but I think it would be more sinister if you make it so that only the main character has memory loss problems.

Also I'd be willing to do some concept work for you if you're interested.
 
I really think you should start with the 9mm pistol though and maybe like, 1 clip (plust the one in the pistol). And i am not to keen on the day/night thing either. The cage sounds cool, but I personally know that noone would go down there more than once, so i think a different plan is needed. Maybe you spawn in a hallway with all the doors lock and your team has to pass through there and they find you (unarmed and alone). Right then a few fast zombies burst through the wall and attack your team...
 
Love the ideas guys!!!!!

I can see what you mean about day/night being problematic, but i really think that starting without weapons would be the best way to go. Starting with no weapons will mean that the players won't deviate too much from any 'path' that i plan first. I'm thinking of 3-4 main floors (plus basement), all connected by a main elevator shaft. You start on the top floor, search around a bunch of really spooky (but fairly non-lethal) rooms untill you find a key, which you bring to the elevator doors, allowing you access to the rest of the levels.

The elevator goes to all the floors (including the basement) and all 'paths' (that you need to get a certain key or a particular object to get out) start at the elevator on each floor. (when i say multiple floor i mean that there are only 3-4 places that the elevator stops, there might be additional levels up staircases, but 3-4 "main" levels). Some levels will not be accessable for some reason (an item is required) but regardless of your location it's only a quick walk to the elevator, where you can get to the basement to rescue any teammates.

So, let's say there's 4 levels (5 with basement). You start on level 4 (top floor, mabye some attic puzzles), find the elevator key (and a lot of spooky architecture, but not many things that jump out at you (that comes later)). Desending down the elevator one level, (level 3) you come to a series of puzzles to solve/avoid finally ending up at an equipment room, where you can take an SMG or a Crossbow, but not both.

From then on, pretty much puzzles and freaky moments, zombies bursting through walls is a great idea, that'll probably be featured fairly often. (but not too often to get repetitive)

Also, areas that upon exiting, a zombie spawns behind you, so suddenly you're attacked from behind.

In the begining area, for finding the key to the elevator, this is the puzzle i'm thinking of: Theres a few hallways with various other rooms like yours (and some closed/locked doors) and at one end of the hallway complex is the elevator, and the other is a large doorway leading into another hallway with different wallpaper. Inside this hallway, you hear groaning and someone crying for help. You try to follow the sound of their voice, but it's like a labrynth. (in actuality, there's only one path - walk down any branch that deviates from the 'actual' path and you get teleported to an identical junction that you have passed previously) To get to the final room in this maze, you must only turn left at any junction, or only right or something like that. (Returning to the note thingy, you would see a note on the ground before entering the maze, saying something like "Make sure you take the right path or else you may never find your way out" or something like that). Finally, upon finding the end room (the groans/cries for help are really loud now), you open the door to find a decaying corpse, and at the same time the groans/cries stop.

Effects like these would be nice, just to mess with the players' mind. Like places where you open a door/come around a corner and a transparent skeleton/corpse is RIGHT IN FRONT OF YOU! and dissapears the next instant. Or things like playgrounds with children laughing nearby, but the place is deserted and the merry-go-round is going round of it's own accord. (yes, a playground inside... mabye some other outdoor places like a graveyard where appropriate, like this small section of reality has been somehow transported into a room...)
Softly playing music comming from a piano that has nobody playing it, doors closing behind you, doors slamming in your face when you try to enter a certain room, etc.

For the basement, when you want to go rescue your friends (ok, ok, IF you want to rescue your friends), you step out of the elevator and see that it's pitch dark except for a small, lighted path. On the ground in front of you is a note that says something like "stay in the light" or "i don't trust the darkness". It'd be perfect if you could disable the flashlight somehow... but anyways, theres a small lighted path, but you can't see ANYTHING else except the cage in the distance where your friends are cowering. (As your in the cage, snarling noises could be heard, footsteps, eyes looking out from the darkness, the cage suddenly crunching as if something is trying to get in, ect.) So, along this lighted path you're safe, but on either side of the path are barnacles, suspended from the ceiling, but lit in such a way that you can't see their tentacles. So, stray from the path and you are lunch! Perhaps with some twists and turns that you have to make, not a bee-line.


Thanks for the great feedback guys, i really appreciate it. ChaosCarlos, i'd love for you do some concept work and i'm very interested. Mapping shouldn't be much of a problem in a few weeks (when i'm getting a new, better computer, (with a gig of ram)), i mainly could use a good modeller for some skeletons/ghouls/ghosts/spiders/player models/etc. Sounds would be good too, you know, classic haunted house stuff. Perhaps some creapy music?

-DaMaN
[email protected]
 
As placeholders, you could simply stick some animations into the Charple models included in HL2. They're pretty creepy. Or, just remove the headcrabs from the Zombies, and you have pretty much what you need.

-Angry Lawyer
 
Again going to rescue friends not the best idea. But whatever...

Ok I think that you should have to leave the house, objectve A.
Then the next (map) thing you see you are out in a playground with no
house in sight. You look around, then thunder flashes and you see the
house and it is there. The rest of your team apears around you and the
doors to the house shut and lock. Now you are outside in a small backyard.
Al of the sudden the wooden fence around you breaks and two fast zombies
come running in. You kill them and walk through the hole in the fence... Now
you are in the middle of a large school playground. The merry-go-round creaks
as it spins slowly, the swings swing in the breeze, the streetlight by the road
flickers and goes out... Zombies are everywhere, you run inside the school and
shut the door! A low and steady moan echos from deep within the school. All of a
sudden the classroom doors begin to shut with a crash all dawn the hall (which
you cannot see the end of). A teddy bear with bloodstains all over it drops from
the cieling through a vent over your head. You hear the rattle of headcrabs as
they run through the ventilation system. You run! you must reach the end of the
hall before the headcrabs get you... run run run! You make it to the door and go
through, it shuts as the last player rns through. All of a sudden the lights go
out, then flicker back on, very dim. You must escape from the school...

I will write more later. Any way, what do you think so far? PLEASE DO NOT DO THE
CAGE IDEA!!! Spawn them ahead of the team so you run into them later, it would be
no fun waiting in that damn cage (what if the whole team dies??) while my friends
get to continue playing!
 
I've attached a basic concept for a kind of living wall that sucks in victims and slowly drains them of their fluids and strips them of their flesh.
 
:O Wow, i like it!! never thought of doing something like that... any ideas on how to make it in a HL2 map?

-DaMaN
 
I was thinking of it being more of a model/texture, like you find these people stuck in the wall. Being drained of their life.
 
I like it... might be able to map something that would slowly suck players in, as well as having arms, heads, and limbs sticking out. It'd probably be a gelatenous effect right? Not sure how you'd do that in HL2...

-DaMaN
 
you might want some custom code, really just make the barnacle toungue effect. and then a slightly edited water brush.. of course that is all only if you are programming, if you arent....that'd be hard
 
Hmm, well i'm not going to be making an entire mod of this, (though i might if theres enough interest), so perhaps it could be done with a few trigger_push brushes and a sideways 'jello' effect or something?

-DaMaN
 
ok, this is a pre alpha type eating wall w/e that still needs some work. take it if you want, but since it's your map, i'm not perfecting it :P and i have a feeling there might be enough interest to make this into a full blown mod... :)
 
Ummm ok. Anything on what i said? or not. Anywho, i would go full conversion mod with this one. If that is the case then may is suggest:

Quicksand like pits that eat you alive.

dog zombies (run really fast and bite)

A .22 pistol instead of the HL2 9mm USP match (I could help you there with pictures and if i could figure out how to use this F***ing XSI mod tool.)

A single barrel shotgun (semi auto) with 3 rounds in the magazine.

Large (attack/killable) Spiders.

Vampires?

Anyways... if you want any more level ideas lemme know, or if you want me to drop it go ahead and tell me.
 
You know this mod idea started off as a haunted town and it's becoming more and more like Resident Evil.

Seems like our work here is done, time to move on and turn a space mod into Star Wars.
 
Wow!! I'm amazed at the feedback i've recieved here!!!

Like the quicksand
.22 pistol sounds good IF you could do it...
dog zombies????? wtf? (that actually might be a good idea...)
I really want to get some spiders in, mabye if someone could get a model of one?
Not too sure about vampires, though perhaps later on in the game (as minibosses or something...)

Definately keep coming up with ideas, i'm open to pretty much anything.

-DaMaN

P.S. i've got my new computer up and running so i'll be starting to make test map sections soon...

P.S. #2 lol, no!! not star wars!!!!! :)
 
Woah, that eating wall thing is pretty odd. I spawned an Antlion, told it to go near it, and it got sucked in, and flailed about as if it were drowning.

Disturbing stuff.

-Angry Lawyer
 
How close would you have to be to get sucked into the wall? I would personally like it if you touched the wall you get stuck. Maybe in a cluastrophobicly close hallway in the house where if you touch the wall you get stuck and your team either lets you die of expends alot of ammo on the wall to save you. When the wall dies skeletons come out! :)

On the .22 pistol i will try but i am REALLY new to modding. I have a very old 3D program I could use to make concept art (if you want).

Resident Evil had more in the way of akward townspeople that really didnt look like zombies running around trying to kill you.

In the first post he siad he was going for 4-5 hour gameplay so haunted city would be more what he needed then huanted house only.

I CANNOT WAIT FOR SVEN CO-OP2 TO COME OUT!!!

Again ill get some sounds for you in a bit, been having some computer probs.

Kebean
 
Hey!! that's a good idea, having your team either kill the wall (releasing skellies) or being stuck in there untill you slowly died!! I like it!

I think that a haunted city would probably be the best idea, but it'll have to be done in such a way as to deny access to certain buildings untill you have like a keycard or something.

Some sounds would be good, and pretty much anything else you can contribute.

Thanks for all the feedback!!!

-DaMaN

P.S. I can't wait for sven coop 2 to come out either :)
 
Angry Lawyer said:
Woah, that eating wall thing is pretty odd. I spawned an Antlion, told it to go near it, and it got sucked in, and flailed about as if it were drowning.

Disturbing stuff.

-Angry Lawyer
really? thats neat. glad to see someone else had fun with it.
 
Here's a little concept I drew, I was thinking of every horror genre game I've played and I noticed that most of them have at least one wall crawling creature.

So here you go. This creature walks on wallks, ceilings, can jump from roof to roof.

It uses it's powerful front legs to run/carry itself across the ceiling of a room, it's back legs/arms are mostly used for jumping and grabing onto pray so it can carry it back to its nest to eat later.
 
NICE! That could make some interesting appearances!
I will try to find a new weapon mod tool to use this XSI program is bullshit! Tries to make a gun and endedup with a blob of polygons.

Maybe it could be used as a monster? THE BLOB! :laugh:
I have got some sounds now... (creaking door, slamming door, creepy footsteps, more on the way!)

If i do the .22 pistol and it is easy enough maybe ill do somone weapons for your mod, iddono. Alright then...
 
The monsters need Silent Hill kinda voices. you know - rather than simple screaming, a sort-of layered moaning sound. A little like the sound the spirit makes in the Evil Dead movies when the camera takes on its POV.

Damn freaky noise.

-Angry Lawyer
 
Is there anyone that can get those kind of sounds?

-DaMaN
 
Oh, and i really like the wall crawler idea, mabye we could modify a fast zombie for it?

-DaMaN
 
Intresting ideas coming along but please don't go resident evil we have to many already :)
 
Lol, no, i'm trying to keep it away from Resident Evil as much as possible, more scary-stuff and puzzles, with less kill-stuff and... kill-stuff...

-DaMaN
 
I was brousing some sites, doing what I usualy do when look for inspirational ideas for the mod I'm working on, when I looked saw a model of something, I can't say where or even link to the pic since it's copyright work by someone else.

Anyway I was looking at this model of a rusted piece of an old machine, looked like a motor or some kind of early 20th century gear shaft or something. Well it inspired me, then all of a sudden for no reason I thought about this partuclar mod-project.

Yes I know what your thinking "GET TO THE POINT!!" Well yeah I'll get to that now.
What if modeling, texturing and mapping the basic utensils for creating a mod were used to create a place inside this mod or whatever you're gonna make it into so that there's like a larger, deeper seeded mystery in this town/city. You create a system of underground tunnels that run underground, not a the sewer system.
(the sewer can be used for something else like housing a flesh eating creature that eats everything, even zombies.)
This system of tunnels runs all, most of OR just a section of the city. This system of old lets say late 19th century tunnels, with old rusted gears to open doorway to different sections of the city.

Like it's a key system to progress through the whole thing. certain parts of the city have been blocked off or destroyed so the only means of going from one part of the city to the next is through these old tunnels which could be explained away by being build by the city's founders back in lets say 1879 in secret, like the key figures of importance were part of a cult or something and wanted way to go from their homes to lets say a different section of the city.

The tunnels were completed or construction was halted back in the mid 1970's due to the cult either dying out or there being faster more reliable methods of transport to other sections. So the tunnels at least run to areas of the city that were build before 1970, (7/8 of the city).

The tunnels are protected by puzzles, or codes as you'd think this cult or group wouldn't want any old avarage joe walking through THEIR tunnel.
The clues to these puzzles and codes could be located in various newspaper articles dating from 1879-1976 or historical references in some places like the museum, police records, mayors office, the district atourney's office ect ect ect.

And each section you unlock the greater the risk you will run into far more powerful enemies that you can't always defeat. Some you will either have to run away from or others you may have no choice to fight.

Anyway that's enough, I've run out of brain power now. So if you are going to make this into a possible single player mod or a multiplayer survival horror, concider this idea.

Amazing how this idea came from looking at a model of rusted piece of machinery.
 
:O

I LOVE IT!!! Wow, that's an awesome idea... It even advances the plot further...

These tunnels would probably have a bunch of traps and stuff it them too...

Excellent idea, it'll work into this map/maps really well!! Thanks! (adds ChaosCarlos to credits)

Keep those ideas comming!

-DaMaN

P.S. are you or is anybody else willing to give a shot at mapping these tunnel systems? If so, great!!
 
Unfortunetly I have no experience or skill in mapping. But there are always those experienced or begginer mappers out there who I assume love survival horror genre games, so they may like the idea of creating maps for you.

All that needs be done for you now is create a forum or a website to get all these people together, to sort your ideas out into Doable or Nondoable ideas and work out all the kinks until you have the ultimate survival horror.
 
Floor1Try1

Ok, well i've taken all of your suggestions for the first little tiny bit of the map, and made this map from it. (All it is is a room with a bed and a hallway with a wall that eats you). Check it out, see what you think. How are the textures? If you have any suggestions, please post 'em!

To get the map:
Goto http://ca.f2.pg.briefcase.yahoo.com/bc/da_hl_man/lst2?.tok=bc.qs1UBAmFILXOH&.dir=/Maps&.src=bc
and click on either the vmf or bsp file (depending on what you want)

-DaMaN

P.S. This is NOT actually how the map will start, just a general feeling of what it will be like
 
says the folder's empty ..... ??? No map ... The wall's eaten the WHOLE room!!!
 
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