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A question on design
Romulator Offline
Not Tech Support ;-)

Posts: 3,628
Threads: 63
Joined: Jan 2013
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#4
RE: A question on design

(12-14-2013, 05:38 AM)Chronofrog Wrote: So I loaded up my maps with particle systems and billboards and diverse lighting and scripts that triggered scary sounds / events (like lights going out).

My maps still feel so static and boring.

Well, you're the toughest critic. If you know something is coming, it would indeed be boring. I would think that Amnesia's maps however come off the feeling of being immersed, as when you're immersed in something, you tend to let your guard down. Amnesia's mapping and excellence in such makes the feeling of exposure within an unexpecting and at times uninviting environment only increases the sensitivity of the mind.

Although some would disagree, I think one main reason for Amnesia's success is its ambience. Various particles, combined with multiple occurences of "scary" scripts, as well as a fresh and original soundtrack keeps the player thinking something is about to make the experience even tougher. Even the searching music for the enemies is well done, despite telling the Player that they are looking for them.

Discord: Romulator#0001
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12-14-2013, 07:05 AM
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Messages In This Thread
A question on design - by Froge - 12-14-2013, 05:38 AM
RE: A question on design - by Kreekakon - 12-14-2013, 05:56 AM
RE: A question on design - by Rapture - 12-14-2013, 06:40 AM
RE: A question on design - by Romulator - 12-14-2013, 07:05 AM
RE: A question on design - by Froge - 12-14-2013, 07:16 AM
RE: A question on design - by PutraenusAlivius - 12-14-2013, 07:22 AM
RE: A question on design - by Froge - 12-14-2013, 07:36 AM
RE: A question on design - by PutraenusAlivius - 12-14-2013, 07:55 AM
RE: A question on design - by Froge - 12-14-2013, 08:15 AM
RE: A question on design - by PutraenusAlivius - 12-14-2013, 08:55 AM
RE: A question on design - by The chaser - 12-14-2013, 01:06 PM



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