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#1

Scary levels *tips anyone?

Archive: 16 posts


I am currently working on my three-part horror level The Moonlight story, and it is going to be a scary level. Therefore, it would be nice if you you could tell me about other scary levels, so I can see what they're like and to get inspiration.

DO you know about any scary levels?
2009-09-01 16:14:00

Author:
moonwire
Posts: 1627


You should check out "the decent" 1 & 2 by "javi_haguse".

He does "scary" very well.
2009-09-01 16:19:00

Author:
wexfordian
Posts: 1904


Descent is excellent for scary. Also check out crow's levels Relevant evil and Spectral Fear. Spectral Fear was the first really scary LBP I ever played - great example of sound design, camera work and lighting.2009-09-01 16:23:00

Author:
Morgana25
Posts: 5983


Spectral Fear by Crow- and Siren: Lost World by Exalted Yawn. These are creepy levels.2009-09-01 16:44:00

Author:
KoRnDawwg
Posts: 1424


If you want "psychological" fear, play Inferno by Tsuru19.2009-09-02 01:14:00

Author:
BSprague
Posts: 2325


I have never truly seen a good scary one... I only get freaked out by things popping out, not psychological fear (Which I am a master of in real life.... MUHAHAHAHA)
To make something scary have a noob level at first but then have it so you fall down into the real one... and have tons of stuff being emitted for a split second and a scream to accompany it.
2009-09-02 02:10:00

Author:
chezhead
Posts: 1063


I have never truly seen a good scary one... I only get freaked out by things popping out, not psychological fear (Which I am a master of in real life.... MUHAHAHAHA)
To make something scary have a noob level at first but then have it so you fall down into the real one... and have tons of stuff being emitted for a split second and a scream to accompany it.

I really hope LBP "Scary Levels" around Halloween don't degenerate into just being "screamers". Lol

Getting back on track:

I actually played a level that made me jump a few times today. It was really poorly made, but for some reason I actually was a little nervous while playing it. It was dark, and stuff just sort-of happened unexpectedly, with the camera angles/lighting to back it up. I kept thinking "LBP doesn't have any scary levels" through the whole thing. Until I got to a hallway where there was a really cheesy but scary effect of a whole wall disappearing behind me and the camera immediately shifting to a gigantic pile of skulls with a scream. And it was dark so my imagination just threw in something worse than what was actually there. Random evil laughs were strewn throughout the level, but they were timed and well set. Nothing's more annoying and cliche than having 40 "Mwaaahaaahaaaha!" voices going off throughout the level.

The part that really got me after the built-up fear of roaming the mansion due to that first scare was when I was jumping down a staircase a huge knife came flying from where I had just come from. But in the right shadows it sort-of looked like it was a running creature of some sort.

If you want to make scary, first you have to find something that the majority of people find scary. Like, those levels where random stuff just "happens" and random limbs slowly fall from the ceiling aren't scary. If you watch a scary movie or two, you can see the camera effects they use and maybe implement a few into LBP.

P.S. "Still Environments" in a level that's explained as scary gets people more worked up that there will be something that jumps out at them. And Close-up camera angles limits peripheral vision and keeps the dangerous and scary creatures/traps very close to our mental pre-set "safe zone"

For instance: Something comes flying out of some boxes on the other side of the screen, and your sackboy's behind a wall. It really won't be scary, and you'll just think "Ok, avoid that." You know what I mean?

Also, take note that our eyes give us direct information, so it's processed more in the brain so that we don't "mis-see". Hearing, however, can be very easily misunderstood. There are more "What was that?"'s for a loud growl than there are for a silhouette of a wolf running through a small clearing. We process visuals more quickly than we do auditory stimuli.

Hmmm... anyway, best of luck on your level, when I first started out I tried to make a scary level. It didn't work out so well but I found a bunch of stuff out. And I research stuff when I start making something about it, so I came up with all of this information.

I hope I was helpful!
2009-09-03 02:01:00

Author:
Martut
Posts: 46


I played one the other day called The Cave Story (I think?) It really freaked me out at one point becuase you walk into one cavern and this 'thing' crawled up a wall really fast. I was so scared! It was quite a fun level overall, but quite scary2009-09-03 19:31:00

Author:
Plasmavore
Posts: 1913


Thanks for recommending mine!!
Also, the level you mentioned it is called "The Cave Story" by Lampie95. He is a friend of mine and helped him with inspiration here and there with his cave. Watch out though, its only an intro.

I would recommend my brother's levels:
-"I am Legend"
-"The Alaska Project"
both by Arias_BTR
2009-09-04 17:29:00

Author:
javi haguse
Posts: 744


When making a really scary level, atmosphere is everything. If you just make screamers, your gonna' **** off many people =) And about the soundeffects: Don't use those "Mwhahahahah" effects. At all. Use mechanic sounds and enviromental sounds. Those are scary. Of course you can use those alien snartle effects but not laughing. Anything but laughing.
Lights are also a crucial part of atmosphere.
2009-09-12 18:09:00

Author:
Oerjeke
Posts: 234


I got one for you. I only recorded 1 of this guy's series, (and its my personal favorite)

But just watch this and check this guys other levels. Something ought to give you some ideas.

YouTube - LittleBigPlanet. The House of Fear 4: The Devil's Wall (Japanese Level) by oct_you
2009-09-12 18:16:00

Author:
JKthree
Posts: 1125


/There was this one level where the creator put a guy into a woodchipper, but it got modded that was a good one2009-09-12 18:32:00

Author:
Deviantgeek
Posts: 386


Spectral Fear has been said, but it's amazingly done. Another level with some great psychological effects is The Untenanted by... oh, shoot, I forgot the creator's PSN again. But it's amazing and you should check it out.2009-09-12 19:01:00

Author:
dandygandy2704
Posts: 1002


I'm working on a horror themed level right now. I'm giving away no details at this stage other than to say it's influenced by David Lynch, J-Horror and Silent Hill, and I intend to make this even darker and more bizzare than my Gothic Reverie series.

A tip for you though, arcticpolar...get yourself a player tracker tool and familiarise yourself with rtm223's emitter/demitter technique. As you think of "scary" situations and set pieces, you'll find that the practical applications of these tools are ideal for bringing your ideas to life.
2009-09-12 19:16:00

Author:
Ungreth
Posts: 2130


Personally, I think psychological horror works best. Its not the fear of what happens now, but the fear of what happens next.

Here is an excellent example of psychological horror. Its an image, specially tailored in such a way, that it will create piercing, paralyzing fear, and the likelihood is that you will scream on first sight. Do you dare click?

BLAAH! KITTEH AMBUSH!
http://farm3.static.flickr.com/2778/4034547682_f7d3f51df0_o.jpg
You see? Most people would be at least a little wary about clicking this. Psychological fear is awesome! However, you should probably put something scary instead of a kitteh!

Teehee!
2009-10-23 11:23:00

Author:
SPONGMONKEY56
Posts: 209


I personally thought "Whispers in the Darkness (https://lbpcentral.lbp-hub.com/index.php?t=t=17431)" was creepy.

Tips? Turn the music OFF. Keep a close eye to lighting. Play games such as "Clock Tower" for the SNES.
2009-10-23 14:27:00

Author:
aer0blue
Posts: 1603


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