Spooky's House of Jump Scares TC v0005 UP(10-07-15)
Posted: Fri Oct 09, 2015 11:59 pm
Original game trailer:
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
-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]
The [video] tag is deprecated, please use the [media] tag
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
The [video] tag is deprecated, please use the [media] tag
Spoiler: Old Gameplay videos (Open)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]