Spooky's House of Jump Scares TC v0005 UP(10-07-15)

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ibm5155
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Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#1

Post by ibm5155 » Fri Oct 09, 2015 11:59 pm

Original game trailer:
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Can you survive 1000 rooms of cute terror? Or will you break once the cuteness starts to fade off and your running for your life from the unspeakable hideous beings that shake and writhe in bowels of this house? They wait for you, they wait and hunger for meeting you. They long to finally meet you and show you how flexible your skin can be after it has soaked in blood. Will you brave this journey, will you set to beat the impossible, the insane, and the incorporeal?

What is this:
Spooky's House of Jump Scares TC is a Total Conversion from "Spooky's House of Jump Scares" Game for Doom engine, yep, for Doom engine, and it's also one of the rarest (if not the first) mod to use the idea of a gameplay that alwas change, having an infinite number of sectors connected, and for each restart you make, the rooms will be into different locations.
The Idea is to have some fixed sectors with fixed textures and bright level, and also some random generated sectors while you play the game, these sectors can have any kind of textures/bright level combination.
There're alot of things to be done yet, but, for the version v0008, the map has 200 playable rooms.

Gameplay Video
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Spoiler: Old Gameplay videos (Open)
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V0006
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v0004
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v0001
Before you download it pleased read this notes:
-Set the Sector Lights Mode to "Software" (in opengl -> preferences menu)
-set 4:3 aspect ratio
-run with latest gzdoom build or The Latest Zandronum build
-(optional) run at gamma 1.0

Ok, now, <click here to download> - V0005

Changelog:
[spoiler]<v0007> [to be released]
-Add Specimen 6 Full Death Animation
-Add the Generic Death Animation
-Add Specimen 2 Spawn room.
-Add PAPERS :D
-Add Some Extra Rooms.
-Fixed many invisible doors.
<v0006>
-7 3D models add
-1 extra room ambiente sound added
<v0005>
-Specimen6 added and fully working
-Specimen6 doesn't instakill you but he can easily kill you if you don't take care
-Recorded 6 different room ambiente sounds
-Recorded the opening door sound and also the locked door sound (they're not in perfect wave state since I couldn't disable the music for recording it) (but, I think I actually did a great job on this ones)
-Titlemap is now more fluid
-Fixed specimen2 teleport
-Now you get hp by the rooms like the original game
-Add Elevator (almost fully working)
-Ripped some textures with the power of screenshot
-Ripped some random noises from the game (also I discovered they way they Works)
-Add hmm, 5 new sectors
-Elevators are fully working (but still without saving and some extra objects inside), but they're already in their fixed sectors and they do what they do xD
-Room 250 on the work
-fixed elevators rooms are now working (with autosave)
-Finished room 250 (still needs to add the 3D models)
-Added 4 new sectors
-Added 2 new ambiente musics.
-Added the random noises ingame
<V0003>
-Add: Titlepic
-Fixed: actor heigh is now the same as spooky house one.
-Modified: main room now looks like the same as the spooky house (almost but it's there)
-Fixed: spooky now disapears when it fly up
-Specimen 2 now Spawn "disco" traps at any sector room (will be replaced by a 3D model with some green texture)
-Specimen 2 is now slower since it could get the play really easy in some cases
-Speicmen 8 is now slow
-Specimen 2-5-8 are now resized
-specimen 1 is now working at 90% of the cases (it only Spawn if he's touching some wall)
-specimen 1 now blocks the player
-specimen 1 now Spawn frequency is now lower
-add: new rooms
-I think I'm missing something...[/spoiler]
Last edited by ibm5155 on Sat Dec 12, 2015 10:51 am, edited 1 time in total.
Projects
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Zombie Horde - ZM09 map update: [3/15/13]
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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#2

Post by FateLord » Sat Oct 10, 2015 12:25 am

I actually like it. Cool idea, and you executed it very well. Although I must say the "jumpscares" aren't that scary, they just make me flinch a little. And then I realize how adorable they are lol..
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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#3

Post by ibm5155 » Sat Oct 10, 2015 1:37 am

Thanks Fate, yeah, most of the things that are already implemented aren't scary, just sometimes I get myself scared with the cute specimens 1
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#4

Post by Jaxxoon -R- » Sat Oct 10, 2015 3:03 am

Seems pretty cute. Though the player's view height seems a tad too tall.

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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#5

Post by Samuzero15tlh » Sat Oct 10, 2015 5:31 pm

Lol, Time to go to kawaii land!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#6

Post by ibm5155 » Mon Nov 30, 2015 6:48 pm

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Here comes an updated vídeo about the new death animation (and also some minor improvements)
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#7

Post by Jaxxoon -R- » Fri Dec 04, 2015 5:07 am

Phobos skybox in the first bit is a bit wonky, you can easily tell its a... well a box. The cardboard cutouts attached to the wrong part of the wall is a thing, too, maybe make them 3D models like the torches? Other than that, though, it looks far better graphically than the original, even.

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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#8

Post by ibm5155 » Fri Dec 04, 2015 2:21 pm

Jaxxoon -R- wrote: Phobos skybox in the first bit is a bit wonky, you can easily tell its a... well a box. The cardboard cutouts attached to the wrong part of the wall is a thing, too, maybe make them 3D models like the torches? Other than that, though, it looks far better graphically than the original, even.
Indeed, the skybox looks bad, unfortunately I didn't manage to find the original Skybox (It wasn't inside the game exe).
About the cardboard, I plan to make it a 3D model, and yeah, they sometimes attach to the wrong wall or sometimes to a place without a wall, the script to Spawn it still needs to get a better logic.
It should be a 100% TC, but since some stuff will get too much trouble to be 100% equal, I decided to replace it with other featuers (like replacing Torches floor/wall lightmap by just a dynamic light).

The mod already support the brightmaps and it already apply it on the walls/floors, but since it was too hard to port it (Textures lump has the same limitations as 3D models sprites, it only support a 100% transparente or 0% transparente image), I decided to just Spawn a dynamic light (but in the future if someone wants to expand the mod to be a 100% TC, the scripts already support wall/floors brightmap texture)...

For now, I'm focusing in creating as much 3D models as I can, add the rest of the specimens and also implemente their death animation.

For the future, I plan to finish The extra rooms that're missing, add a working hub and and also more randomized rooms...

There're alot of work to be done, but I'll finish this piece of art
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

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RE: Spooky's House of Jump Scares TC v0005 UP(10-07-15)

#9

Post by ibm5155 » Sat Dec 12, 2015 10:52 am

First DEMO version is coming this week, while I finish to fix the last important errors, here's the gameplay vídeo from the latest version.
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Last edited by ibm5155 on Sat Dec 12, 2015 10:53 am, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!

<this post is proof of "Decline">

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