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		| LilleSkutt   Junior Member
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				Easily the best custom story I have played 10/10 
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	| 02-14-2012, 03:06 AM |  |  
	
		| Streetboat   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				Fixed the last level for ya guys. I'm currently adding to the ending, making it more thorough. 
			 
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	| 02-16-2012, 01:20 AM |  |  
	
		| darkely   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				 (02-16-2012, 01:20 AM)Streetboat Wrote:  Fixed the last level for ya guys. I'm currently adding to the ending, making it more thorough. How did you start out modding and making story's? I am trying to make my own story and I am lost   .
			 
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	| 02-16-2012, 01:25 AM |  |  
	
		| Kman   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				 (02-16-2012, 01:25 AM)darkely Wrote:   (02-16-2012, 01:20 AM)Streetboat Wrote:  Fixed the last level for ya guys. I'm currently adding to the ending, making it more thorough.How did you start out modding and making story's? I am trying to make my own story and I am lost  . Well a good place to start is the wiki    a lot of people seem to forget about it/don't realize it exists... 
			 
 Posting Freak
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	| 02-16-2012, 01:41 AM |  |  
	
		| darkely   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
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	| 02-16-2012, 02:01 AM |  |  
	
		| Streetboat   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				You should have a good idea of what you want your story to accomplish before you get into it. Decide on a setting, and go with that. From there, make the physical level in the level editor. The way I work is to improvise a little as ideas and puzzles pop into my head, and map around that. As I encounter areas where a certain scripted scene is, I script the crap out of it and make sure it works 100% before I move on to the next area. Always have a big picture in your head, though.
			 
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	| 02-16-2012, 03:13 AM |  |  
	
		| Kman   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				 (02-16-2012, 03:13 AM)Streetboat Wrote:  The way I work is to improvise a little as ideas and puzzles pop into my head, and map around that. This. Couldn't agree more    pretty much all my maps stem off a single idea or area that I think would look cool or interesting, slowly you start to build around that area and the map becomes bigger and better until it's a finished. 
			 
 Posting Freak
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	| 02-16-2012, 03:17 AM |  |  
	
		| darkely   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				Well for now I have a few ideas so I am trying to sort out what I want to do. I want it to be scary but more importantly have a good storyline   .
			
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	| 02-16-2012, 03:21 AM |  |  
	
		| Streetboat   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				Don't stick scares in if they don't fit, and just for the sake of having a jump. It's even scarier to frighten the player psychologically, in a manner pertaining to the storyline, or with an overarching theme. Say for my story, 
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	| 02-16-2012, 03:39 AM |  |  
	
		| darkely   Posting Freak
 
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			| RE: [RELEASE]Deterioration - Total Conversion 
 
				Ya I see what you mean - cheap scares can only go so far. You know how in Amnesia it is set in a much older time (no flash lights and no light bulbs) I want to have actual light bulbs and flash lights. Basically I want my story to have the same tools as the Penumbra games. Can I do that? :/
 
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	| 02-16-2012, 04:06 AM |  |  |