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Custom Story Cliches? - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods (https://www.frictionalgames.com/forum/forum-35.html) +--- Thread: Custom Story Cliches? (/thread-16335.html) |
Custom Story Cliches? - Imevil23 - 06-20-2012 So I'm making a custom story (And I'm sure some of you are too) and I've been thinking "What are some cliches that I should avoid to make in my custom stories". This thread can also be used as a reference to other story makers. ![]() I'll start with one. One cliche I noticed in too many of custom stories is when the story is "You wake up in some room" or "You wake up not remembering anything". RE: Custom Story Cliches? - Nice - 06-20-2012 you pick up a key, a monster spawns Long hallway - monster spawn/jumpscare Water- 100% water monster Iron Maiden- something gonna happen just avoid stuff like that RE: Custom Story Cliches? - Adny - 06-20-2012 -Monsters appearing every time the player picks up a key/item -Monsters in rooms with closets -10 keys for 10 different doors in 1 level -Bad Mapping -No use of various screen effects for scares/events I feel if I continue this list it will change from just cliches to what I have observed about nearly every CS that is made nowadays and the poor state they're in, so I'll stop for now ![]() RE: Custom Story Cliches? - Hunter of Shadows - 06-20-2012 Avoid cheap jumpscares like the plague Avoid bad writing as well, if your plot even remotely starts to resemble anything like the original Amnesia's...START OVER Ensure your mapping is intuitive and well done Don't overuse monsters, it makes the custom story not scary in the slightest(just annoying) For puzzles you should try and avoid lots of keys/crowbar puzzles if you can, find ways to make your puzzles new and interesting, this could potentially take a lot of work, so don't get discouraged. Every time I see a custom story that has...basically from the original, the Shadow, for no apparently reason, I cringe RE: Custom Story Cliches? - Danny Boy - 06-21-2012 Don't put teleporting naked guys and you are good to go! RE: Custom Story Cliches? - patchesthedrow - 08-02-2012 (06-20-2012, 07:24 PM)andyrockin123 Wrote: -Monsters appearing every time the player picks up a key/itemAmen. I was screwing around with the programming and put Alexander in a random part of the sewers. I forgot I did that, and boy did I jump when I was testing the level out. RE: Custom Story Cliches? - Wurm - 08-03-2012 Random pigs laying around for no apparent reason, Especially if they seem pumped. RE: Custom Story Cliches? - candlejack131 - 08-03-2012 (06-20-2012, 07:42 PM)Hunter of Shadows Wrote: Avoid cheap jumpscares like the plagueWell...that varies based on opinion for example using 101 different monsters is just....weird "unless" There were originally more people of which became the monsters that's what was strange about amnesia there were like six people in the cellar that drank the wine...buuut theirs only two monster models??? if your custom story revolves around a domain idea instead of multiply sticking to one monster is a good thing for instance if your making a custom story about..lets say my custom story for example. I'm making a slender man one so why would the servant grunt be in it? I would stick with the slender man why would some random Suitor just stroll in. So that all depends on what kind of story your writing RE: Custom Story Cliches? - Kman - 08-03-2012 I miss Cranky ![]() RE: Custom Story Cliches? - Kazakarumariou - 08-07-2012 (08-03-2012, 11:02 AM)Kman Wrote: I miss Crankyim itching to post this-> is this a joke or a username for someone? |