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  • 1

    posted a message on [HORROR] INTO THE DEPTHS 2: THE UNBIDDEN - FIRST CHAPTER [Story driven, custom sounds and textures, full game length]

    MAJOR UPDATE:


    I HAVE UPDATED THE DEMO, IF YOU PLAYED THE PREVIOUS VERSION, YOU HAVE PLAYED A BROKEN MAP. I ACCIDENTALLY LEFT A DOOR OPEN THAT LEADS YOU TO THE END, LETTING YOU SKIP ABOUT 75 PERCENT OF THE DEMO, IT IS HIGHLY RECOMMENDED YOU DOWNLOAD THE NEW VERSION INSTEAD.[/b]

    Posted in: Maps
  • 1

    posted a message on [HORROR] INTO THE DEPTHS 2: THE UNBIDDEN - FIRST CHAPTER [Story driven, custom sounds and textures, full game length]
    Quote from Unfixingalloy1»

    Best map ever xD


    Hah, when it's done I hope it can be considered even close to that!
    Posted in: Maps
  • 1

    posted a message on [HORROR] INTO THE DEPTHS 2: THE UNBIDDEN - FIRST CHAPTER [Story driven, custom sounds and textures, full game length]

    READ THIS

    I HAVE UPDATED THE DEMO, IF YOU PLAYED THE PREVIOUS VERSION, YOU HAVE PLAYED A BROKEN MAP. I ACCIDENTALLY LEFT A DOOR OPEN THAT LEADS YOU TO THE END, LETTING YOU SKIP ABOUT 75 PERCENT OF THE DEMO, IT IS HIGHLY RECOMMENDED YOU DOWNLOAD THE NEW VERSION INSTEAD.

    Optifine is REQUIRED for this map, NO EXCEPTIONS. The map heavily relies on it's custom lightmaps as well as the use of dynamic held torches that give off light while in hand. The map is quite literally unplayable without Optifine, you NEED it.
    You can download it here:


    IT IS HIGHLY RECOMMENDED YOU PLAY THE ORIGINAL MAP FIRST, OTHERWISE ANYTHING FROM MINOR REFERENCES TO HUGE STORY REVEALS WILL PROBABLY NOT MAKE MUCH SENSE TO YOU.

    This is a SINGLE PLAYER only map. Playing it in multiplayer may break it.

    This map was created with a more mature audience in mind. The story revolves around mature themes that may trigger some players, both implied and outright stated. The map also features some very mild language, but nothing too bad, no F-bombs or anything.

    With that said:

    Into the Depths 2: The Unbidden is a full game length, story driven, psychological horror custom map for Minecraft that is heavily inspired by the Silent Hill series, with many elements also taken from the Resident Evil series, including Resident Evil 7 as well as PT. In this sequel, the nightmares of the first map are fully realized in a way never done before, using custom textures provided by a collaborative effort between some of the best texture artists in the Minecraft community (Monsterfish, Misa, TheSheWolf, and RedXuchilbara to name a few). Through the use of Optifine, custom sounds, lightmaps (for intense darkness), and dynamic lighting have all been wrapped up in a constantly shifting nightmare world that you travel to through various mirrors and other means.Face your fear in this first chapter, which includes the first 90+ minutes of the full map, which is aiming to be 5-6 hours long when eventually released.

    The first chapter takes place in the first major story location, Kohler Elementary School, the design of which is based off the middle school I went to and graduated from back in 2008!

    This map comes with a custom resource pack with everything you need. You MUST install the latest version of Optifine for version 1.11.2. It is highly recommended you play this map with headphones.

    If you truly want the full experience, I'd recommend changing your Minecraft skin to the default Alex skin, as the map's resource pack comes with a custom Alex player skin that allows you to properly look like the main character, Alena Hall.

    DEMO TRAILER:



    PLAYTHROUGH BY UNFIXINGALLOY1



    PLAYTHROUGH BY BILLYBO10K


    Features
    ----------------------------------------------------------------------------------------------


    - A long, complex, character driven story that both stands on it's own as well as builds off of the story of the original map. Featuring a colorful cast of characters with distinct personalities, motivations, and inner conflicts.


    - Intense darkness and atmosphere through the use of custom textures, sounds, and Optifine features.


    - Finely tuned gameplay. Everything from enemy placement, to damage values, to item distribution has been finely tuned so you always feel like you're just barely surviving. You never have too much of anything, but you always have what you need to get by.


    - Mirrors. Through the use of mirrors, you will be able to travel back and forth between the real and nightmare worlds at will. Both worlds feature the same locations and layouts, but with differences. Some doors may be locked in the real world that's open in the nightmare world, items might be in one but not the other, as well as enemies.


    - Dark Souls x Resident Evil inspired level design. Locations are designed in a way that they loop back in on themselves. You'll constantly be finding locations that lead you to shortcuts, or previously inaccessible areas, in a way that rewards exploration and allows the player to familiarize themselves with the environment, which can let you learn to plan safe travel routes and memorize locations, enemies, and item placements.


    - Item management. Those 27 inventory slots you love so much in Minecraft? Forget them. Command blocks are set up so those 27 slots are rendered completely unusable by constantly replacing that slot with a placeholder item. Don't even try to play items in there, or they will be instantly destroyed, possibly breaking the map. You're restricted to your 9 hotbar slots, so you always have to pick and choose what you should take with you.


    - Save rooms. Like the classic horror games of the late 90's and early 2000's, this map features save rooms, where you can sleep in a bed to save your progress, as well as an ender chest where you can store and manage items between rooms. These rooms also have their very own save room music, so you'll instantly feel a sense of relief when finding one!


    - Full length game. This is only the first chapter, and I'm releasing it now because this map is a gargantuan undertaking, and I'm only one guy. This first chapter encompasses the first 90+ minutes of a map that is planned to be three or four times that length, with alternate gamemodes added post-full release. I wanted to give you guys a taste of what's to come because I can't predict when the full map will be released, as there is still so much to do.


    Screenshots

    ----------------------------------------------------------------------------------------------











    MAP DOWNLOAD

    -----------------------------------------------------------------


    http://www.mediafire.com/file/cec31ymdu8aw1u4/IntotheDepths2Unbidden.zip

    Posted in: Maps
  • 0

    posted a message on [Horror] [Story Driven] [Trailer + Screenshots] INTO THE DEPTHS 2: THE UNBIDDEN [Demo Coming Soon]
    Quote from Billybae10K»

    Having read through all of the new planned features, I see you've decided to embrace the evils of command blocks for certain aspects of your map. However, in your hands I'm certain we will have an amazing story on our hands. The explanation is very Silent Hill-esque right now, and I can't wait to see how you make the theme your own, just like the first map.


    These new gameplay mechanics, such as limited inventory space, the boss monster, health being regenerated to all mobs after death and the detail in every weapon seem to be creating an amazing gameplay experience. I cannot wait for this! Honestly, I am so excited, even if it's just for a demo!


    Yup, story and atmosphere are still going to come first. I'm not going to go crazy with the command blocks because there simply aren't many things I need them for, but they will be used to change the gameplay to my liking as well as generally polishing up the experience, like on screen text as opposed to signs for character thoughts, for example.
    Posted in: WIP Maps
  • 1

    posted a message on [Horror] [Story Driven] [Trailer + Screenshots] INTO THE DEPTHS 2: THE UNBIDDEN [Demo Coming Soon]
    TEASER TRAILER

    Hi everyone. I'm making this thread to announce and give some new info for the upcoming sequel to my original map, Into the Depths. For those of you who don't know, the original map was a very story heavy, psychological horror map. The story was as follows (MAJOR SPOILERS)


    The story put you in the shoes of Arnold Schuster, a man who was killed as punishment for committing arson, which not only burned down the building of his employer, Rupert Alban and six other residents, but his own wife, Marlene Schuster. The story essentially took place in limbo. Arnold was thrown into a personal nightmare, forcing him to relive what he had done through fabrications of his own subconscious, in the form of symbolic imagery, and a constantly changing nightmare world that represented a supernatural presence forcing him to come to terms with his sins. The story was both a character driven experience, as well as one that broke the fourth wall, and asked the player questions about themselves and why they do the things they do. Overall, it was a very complex plot, one that not many people fully understood.


    Into the Depths 2: The Unbidden


    Into the Depths 2: The Unbidden is a continuation of sorts. You take on the role of Alena Hall, a bounty hunter. She's been sent to track down a target, who leads her out of her home town, Ort der Stille(this may sound familiar to those of you who have played the original map). After four days of hunting the target down, the trail goes cold, both figuratively and literally, as a snowstorm moves in, forcing her to have to retreat back to town. When she returns, the town is empty. She thinks at first that maybe everyone is taking shelter from the storm, but as she explores the town, she realizes that this isn't the case. Something is off about the town. Things have changed. Gaping holes sever the streets, and grotesque monsters now wander familiar places. What happened in the four days she was gone? Where did these things come from? Along your journey, you will encounter others who are trapped here just like you, and some uneasy alliances will have to be made for the sake of the situation at hand, but for some, "here" may be someplace else entirely.


    Features


    - A full game experience. This isn't your run of the mill Minecraft custom map. This map is aiming to provide an experience similar to a full, standalone game, not only in length, but also in quality and depth. An entire playthrough is estimated to be somewhere between 5-7 hours, with finely tuned gameplay and a constantly progressing story filled with a small, but colorful cast of characters.


    - A deep storyline, featuring unique, fleshed-out characters, heavy use of foreshadowing and symbolism, lots of notes and books that will give you more insight into this world, the people within it, as well as the motivations of various characters,


    - A large, detailed town filled with unique, individual buildings modeled off of real life, small town stores and houses. Various optional interiors as well as main story locations.


    - Various locations that you will have to make your way through to progress, ranging from an elementary school to a park, and even a museum.


    - Limited inventory space. Command blocks are used to make your 27 inventory slots unusable. As a result, you're limited to your 9 hotbar slots, making it so you always have to manage your space and really think about what you're going to take with you.


    - Items placed in the environment. As opposed to finding items in chests, most items will now be found on tables, on the floor, on shelves etc, and you can pick them up right then and there. This is done using invisible armor stands to hold the items.


    - Custom sounds and music. The map will have heavy use of music, as well as custom sounds for mobs as well as the player character, all pulled straight from the Silent Hill games.


    - Finely tuned gameplay. Everything from items to combat is going to be very finely tuned. Enemies are going to hit hard and be able to soak up a lot of damage, making each one a threat, which will promote a sort of "fight or flight" mentality in the player. There will be many times where running past enemies is better than fighting them. To go along with this, holding weapons will slow down your movement speed, and each weapon type will have unique traits. The shovel does extremely low damage, but has high knockback, useful for escaping enemies. The Bow does moderate damage, but arrows are in limited supply. The sword does moderate damage as well, but has no knockback. Everything from healing items to arrows will be placed and supplied in a way that you never have too much of what you need, but you never have too little to have a fighting chance.


    - Constantly changing world dynamic. Every major location you visit will have an "otherworld" version of itself. You travel to the otherworld using mirrors. The otherworld is a dark, disturbing, grotesque, nightmarish version of the same location. It will have many differences, like certain doors being opened or locked that weren't in the "real world" version of that location, among other differences.


    - A "Nemesis" type enemy. For those of you who have played Resident Evil 3, you will find this idea familiar. There will be a boss monster throughout the story hunting you down. He is not persistent, he appears at predetermined points throughout the story, but he is extremely tough to kill, making him a huge threat when he does appear. If you do manage to kill him, however, you may be rewarded with very powerful and useful, albeit limited in use, items.


    - Actual consequences for failure. No longer can you continuously throw yourself at a tough enemy until it dies due to unlimited respawns and persistent enemy health. This map features a system where getting killed heals all of the currently living mobs back to full health, making it so smart traversal and preparation as well as saving your progress in the various save rooms, are more important than ever.


    More features will be listed as they are added.


    SCREENSHOTS








    Posted in: WIP Maps
  • 0

    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}
    Quote from Pokezelda»

    Hey, just thought I'd pop back in to ask whether the remaster would be worth a revisit to the map? Or is it more minor stuff being changed?


    It's pretty much going to polish up the gameplay and stuff, nothing related to the story is going to be changed.
    Posted in: Maps
  • 2

    posted a message on [Horror] [Planned for 1.9] Into the Depths 2: The Unbidden [WIP] [Demo coming soon]
    DEMO COMING SOON. DEMO WILL BE IN 1.8 BUT UPDATED TO 1.9 WITH THE RELEASE OF THE FULL MAP.

    Hi everyone. I'm making this thread to announce and give some new info for the upcoming sequel to my original map, Into the Depths. For those of you who don't know, the original map was a very story heavy, psychological horror map. The story put you in the shoes of Arnold Schuster, a man who was killed as punishment for committing arson, which not only burned down the building of his employer, Rupert Alban and six other residents, but his own wife, Marlene Schuster. The story essentially took place in limbo. Arnold was thrown into a personal nightmare, forcing him to relive what he had done through fabrications of his own subconscious, in the form of symbolic imagery, and a constantly changing nightmare world that represented a supernatural presence forcing him to come to terms with his sins. The story was both a character driven experience, as well as one that broke the fourth wall, and asked the player questions about themselves and why they do the things they do. Overall, it was a very complex plot, one that not many people fully understood.

    Into the Depths 2: The Unbidden


    Into the Depths 2: The Unbidden is a continuation of sorts. You take on the role of Anna Fleischer, a bounty hunter. She's tracking down a target, who leads her out of her home town, Ort der Stille(this may sound familiar to those of you who have played the original map). After four days of hunting the target down, the trail goes cold, both figuratively and literally, as a snowstorm moves in, forcing her to have to retreat back to town. When she returns, the town is empty. She thinks at first that maybe everyone is taking shelter from the storm, but as she explores the town, she realizes that this isn't the case. Something is off about the town. Things have changed. Gaping holes sever the streets, and grotesque monsters now wander familiar places. What happened in the four days she was gone? Where did these things come from? Along your journey, you will encounter others who are trapped here just like you, but for some, "here" may be someplace else entirely.


    Features


    - A deep storyline, featuring unique, fleshed-out characters, heavy use of foreshadowing and symbolism, lots of notes and books that will give you more insight into this world, the people within it, as well as the motivations of various characters,


    - A large, detailed town filled with unique, individual buildings modeled off of real life, small town stores and houses. Various optional interiors as well as main story locations.


    - Various locations that you will have to make your way through to progress, ranging from an elementary school to a park, and even a theater.


    - Limited inventory space. Command blocks are used to make your 27 inventory slots unusable. As a result, you're limited to your 9 hotbar slots, making it so you always have to manage your space and really think about what you're going to take with you.


    - Items placed in the environment. As opposed to finding items in chests, most items will now be found on tables, on the floor, on shelves etc, and you can pick them up right then and there. This is done using invisible armor stands to hold the items.


    - Custom sounds and music. The map will have heavy use of music, as well as custom sounds for mobs as well as the player character, all pulled straight from the Silent Hill games.


    - Finely tuned gameplay. Everything from items to combat is going to be very finely tuned. Enemies are going to hit hard and be able to soak up a lot of damage, making each one a threat, which will promote a sort of "fight or flight" mentality in the player. There will be many times where running past enemies is better than fighting them. To go along with this, holding weapons will slow down your movement speed, and each weapon type will have unique traits. The shovel does extremely low damage, but has high knockback, useful for escaping enemies. The Bow does moderate damage, but arrows are in limited supply. The sword does moderate damage as well, but has no knockback. Everything from healing items to arrows will be placed and supplied in a way that you never have too much of what you need, but you never have too little to have a fighting chance.


    - Constantly changing world dynamic. Every major location you visit will have an "otherworld" version of itself. You travel to the otherworld using mirrors. The otherworld is a dark, disturbing, grotesque, nightmarish version of the same location. It will have many differences, like certain doors being opened or locked that weren't in the "real world" version of that location, among other differences.


    - A "Nemesis" type enemy. For those of you who have played Resident Evil 3, you will find this idea familiar. There will be a boss monster throughout the story hunting you down. He is not persistent, he appears at predetermined points throughout the story, but he is extremely tough to kill, making him a huge threat when he does appear. If you do manage to kill him, however, you may be rewarded with very powerful and useful, albeit limited in use, items.


    More features will be listed as they are added.


    Screenshots


    Posted in: WIP Maps
  • 1

    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}
    Quote from UnlikelyWaffle»

    Quoted from a comment on my playthrough:

    "Skullfacelover69: Such an incredible map. ss33094 did something I never thought I'd see, which is someone actually making a map with a REAL developing storyline, with characters, pacing, plot twists, and one that gives you that feeling of playing an actual standalone game and not just another MC map. This map flew under a lot of people's radars and I don't understand why. This is arguably the best map ever made, at least I believe it is."


    Wow, it's great to know there are still people out there just discovering my map and thoroughly enjoying it like that. I'm sure he/she will be happy to know a sequel it's on it's way then. Demo should be out in around two weeks, as a matter of fact. Thanks for showing me this!
    Posted in: Maps
  • 1

    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}

    Only thing I want, is a profanity and mature topics toggle before you start the map.


    I can understand the profanity, however, the mature topics are what drive the story. I can't just take them out. Sorry to say, but I'm not going to hold back on certain themes to tell my story just because some people may be offended by it. That's why I left a warning on the main post about children playing this map.
    Posted in: Maps
  • 1

    posted a message on [1.8.x] INTO THE DEPTHS: REMASTERED Coming Soon [Atmospheric Horror] [Deep Storyline] (TRAILER INSIDE}
    Quote from LucasScooter»

    Hello! I started a playthrough of this map, and can honestly say that I am really excited to see where the story goes. Thank you for being the 1% of mapmakers that are storyline oriented. XD It's definitely a breath of fresh air. I will unabashedly spam you with the next parts as they come out.

    Also, as a side note here, I noticed that you seem morose on this map's level of popularity. Although others have shown their support, I just wanted to show mine, too. You have something good, here. You are obviously dedicated to it, as you spent 4 years building it. It's like your baby, right? And, like parents who just want everyone to adore their baby, you would like the MC Forums to do the same. I can completely understand that. However, the Internet is an even harsher place than the real world; people feel confident in cutting someone down when they wear a cloak of anonymity. The important thing to realize is that there is always going to be harsh criticism, but you just need to laugh it off. I'm not saying the knife won't hurt when it goes in, but at least you can find something funny when you draw it out (that's a horrible metaphor, but you get the point). I'm glad you decided to keep it up; you never know what the future might hold and where your map will end up. I also hope you use this opportunity to realize that it doesn't feel very nice when someone posts anything hateful, or critical, etc., on any form of media. If you "treat others how you want to be treated", at least the world will have one less cyber-critic, and a very talented mapmaking one at that.

    I would recommend posting the sequel here, if only to get it on another site. But that's just me. :) I'll stop rambling now and let you get on with your life, but I hope I at least helped ease your "pain" a little. As cheesy as it sounds, you are not alone.


    Thanks, I appreciate that, and I'll be keeping an eye out for your LP.

    And yeah you're right. I tend to be VERY harsh on some maps. Part of it is out of jealousy, part of it being annoyance. With my own map, I really wanted to create something that pushed the boundaries of what could be done with a Minecraft custom map as far as storytelling and atmosphere goes. I put an absurd amount of work planning the whole thing, writing out the entire story, including symbolism, foreshadowing etc, as well as capturing the gameplay of my favorite old school survival horror games. So naturally, I get frustrated when I see that my map is not very popular, while you have these insanely shallow, low effort, low creativity, sometimes straight up bad maps getting WAY more attention just because they're simplistic and good for kids or as Youtube fodder. Sometimes I can go too far with how harsh I am, but it drives me insane when I constantly see maps that do literally nothing new or interesting rise to the top while maps like mine with a true artistic vision get left behind.
    Posted in: Maps
  • 0

    posted a message on Looking for maps to LP and review! [OPEN]
    Map Name: Into the Depths
    Mapmaker(s): ss33094
    Map Genre: Horror, Adventure
    Link to Map Thread: http://www.minecraftforum.net/forums/mapping-and-modding/maps/2426028-1-8-x-into-the-depths-remastered-coming-soon
    Info: Into the Depths is a horror/adventure map that looks to recapture the feel of classic old school survival horror games. Mainly inspired by the Silent Hill series, this map focuses on psychological horror and a heavy emphasis on story with fleshed out characters, and a very progressive plot, all set in a world that constantly shifts to a hellish version of itself.
    Posted in: Maps
  • 0

    posted a message on i need fnaf heads

    For the love of god, reconsider doing this. The last thing we need is more FNAF around here.

    Posted in: Discussion
  • 1

    posted a message on I'm bored with Minecraft
    Quote from Anor_Exagathon»

    If Minecraft becomes boring to you, do what I did: Feed The Beast it. Feed the Beast is a program designed to give users the ability to install mods with ease. It also includes lots of pre-made modpacks. Although their latest version is 1.7.10, the modpacks give an entirely new feel to Minecraft. You'll find yourself wondering about all the new items and blocks all over again. Just like old times. ;)


    No shameless advertising here at all. Nope.
    Posted in: Discussion
  • 0

    posted a message on I'm bored with Minecraft

    I don't understand how you could possibly need advice on this. You're not forced to play Minecraft and it's not the only game in existence. If you're bored, don't play it. Play something else. Really is common sense.

    Posted in: Discussion
  • 0

    posted a message on Does anyone miss the old minecraft?

    "Old Minecraft" has nothing to do with the amount of hackers. Player count has to do with that. More hackers didn't start appearing because of any update.

    Posted in: Discussion
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