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Introduction
Eleven long years have passed, and you've finally gained the opportunity to investigate the manor your father went to prior to his disappearance. Play as Ramon "RJ" Javier, investigative journalist, and search every nook and cranny in hopes of finding out the truth behind the Simon Manor. Tread carefully, however, for all it takes is one wrong step to get you into a mess you can never get out of. Can you figure out the secrets the Simons are hiding, and live to tell the tale?
This is a map inspired by Resident Evil 7. Expect a situation where some scenarios require fighting- but others may involve smarter options such as running. Some monsters might even be outright unkillable at times.
Gameplay
This is a map inspired by Resident Evil 7. Expect a situation where some scenarios require fighting- but others may involve smarter options such as running. Some monsters might even be outright unkillable at times.
Gameplay
If you aren't spawned in the spawn lobby, here are the coordinates: -29 4 29
If you're playing it on a server, then you may need these coordinates- since you may be teleported at the world spawn instead of the /spawnpoint.
The Mansion (Beta 3.0) (About 1- 2 hours of gameplay depending on how good you are with puzzles and survival fighting)
This demo features:
- The beginning of the story, told through cryptic messages, puzzles, and memories that the player must put together, detective style.
- A fully vanilla playthrough aside from Optifine, which is required.
- Custom resource pack
- 3 melee weapons
- 3 ranged weapons: Beretta 70 handgun, Winchester Rifle, and a broken shotgun that can fire a few shots. FPS aiming! (No mods required- the datapack is already installed in the map)
- Custom GUI interface
- Interactive items and tools
- Emphasis on inventory management
- Dialogues and chat prompts using the /tellraw command
- Atmospheric horror using various elements
- Survival horror using various elements
- Tension & jumpscares
- Cutscenes utilizing command blocks
- Several custom music scores
- Chaser sequences
- A few mob variants
- Boss & mini-boss fights
- A little reward for those who complete the demo
- The completion of the first big chunk of the map: The Labyrinth/basement! More fun stuff to come in future updates!
- A bit of profanity.
- "Blocky" gore. Nothing too detailed or messy.
- References to historical racist events / places / groups. No racial slurs though.
INSTALLATION
**Please make sure you have installed Optifine for Minecraft 1.15.2 and that you are using it.
- Download the file using the link.
- Use an unzipping software such as WinRAR or 7zip , extract the three files in a folder.
- Navigate to your Minecraft directory. (There are lots of online tutorials of how to do this)
- Extract the contents of the downloaded file. Drag the "TOG Mansion Update" file to your minecraft saves folder. (If you want to play multiplayer, follow a tutorial of how to set up your own server while using the contents as the map file)
- Drag the "Lang patch.zip" and "The Other God Resourcepack.zip" in to your minecraft resourcepacks folder. These do not need to be extracted, just drag-and-dropped.
- Enable the resourcepacks, placing the "Lang patch" in the topmost of the order, and "TOG Mansion RP" right below it.
- Each person playing the map must follow steps 5 and 6, if you are playing in multiplayer.
CREDITS
Datapack made by GeeGaz with slight modifications (1.15.2 version of it) - https://www.planetminecraft.com/data-pack/ggunz-guns-and-weapons/
Resourcepack, with modifications - https://www.minecraftforum.net/forums/mapping-and-modding-java-edition/resource-packs/wip-resource-pack/2993862-the-end-is-extremely-nigh-lazarus-edition
With modified textures from - https://www.planetminecraft.com/texture-pack/bloodcraft-resourcepack/
There's a long list of more credits inside the resourcepack's zip file. It's a little messy, but I did make sure to list every non-royalty free material that I used.
Feedback
Constructive criticism and feedback is always appreciated! Feel free to comment any suggestions. Here are a few things to think about when leaving suggestions:
- I died 39 times. Does dying this much make the game fun?
- This map feels too challenging. Am I more horrified by this map, or is it just annoying?
- Are the puzzles too easy / hard?
- I played another game before and certain features scared me. Could these features be applied to this horror map? Should I suggest them?
- Are the gameplay mechanics clearly explained, without too much handholding?
- Do the elements of this game scare me? How could they change/improve to scare me?
Progress | 25% complete |
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7 Update Logs
ARCHIVED, but I will remake this map eventually. : by Panda Masala 02/09/2023 8:37:34 pmFeb 9th, 2023
I've been plagued with tons of stuff I need to do irl, and as time passes on more and more Minecraft updates happen. This old 1.15 map becomes a thing of the past, and I feel it'd be a better choice to wait until I have free time again- then work like hell to re-write the code for this map. I definitely want to finish this map though, so this is not a discontinuation by any means. I'm simply archiving it, until I have the time and motivation to revamp it.
Take care folks. I'll probably make smaller, lightweight horrormaps in the meantime though.
Take care folks. I'll probably make smaller, lightweight horrormaps in the meantime though.
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Build a spawn lobby with a start and some information and set us into adventure mode.
So here's my rundown:
Let's get the positives out of the way first:
Sounds are overall good (though there's some nitpicks that I'll get to later), I like the music choice, ambience works, all the block and player sounds are good, item sounds (mostly) work great
Graphics are really good
The details themselves, the white banner room, all the corpses and limbs, all well done
The puzzles work as intended and aren't too confusing
Systems are mostly good, there's the shovel item which makes it very interactive and you make good use of it by hiding chests in gravel, there's lockpicks and even some item hunts for puzzles
Overall level design is good and thank god you gave us a lighter, I hate when maps are pitch black while they want you to """explore"""
Resource distribution was well done too
Debatable:
Font is a bit too hard to read imo, it's not bad, but it might need a bit of polish to be easier on the eyes
The looping ambient sound is too loud, the ambience should always be rather subtle unless it's intense on purpose, but for looping infinite ambience, you definitely want it to be rather quiet, so the player can focus on the dynamic sounds and what they're doing, you can keep the same ambient sound, but just make it quieter in like audacity or whatever editing program you use
The negatives:
Combat sounds need reworking, they are all very very quiet, it's hard to tell whether you're even damaging the enemy with the guns, cuz the handgun sounds very weak, the system itself works as intended, you just need to implement beefier sounds for the guns and the "slash" sound for the melee weapons
(this might entirely be my bad) I've got stuck in the tiny "Shotgun room", there's iron bars that will lock me in and I didn't find any way out, I tried shooting at them with the handgun or searching for like a button in the room, didn't figure it out, so I warped through the iron bars and continued on
Didn't try the crafting, as I didn't know if it even was implemented or not, I didn't come across any recipe tutorial or whatever, I just found some crafting items, so idk if it's not implemented in the demo or you forgot to give us a rundown of the available crafting recipes
SIDE NOTE: I hope there will be more smaller combat sections on the way forward, cuz you gave us nice combat items but with very little opportunity to use them, as most of the time you were fighting this invincible dude. Also don't be afraid to not make some open areas, it's fine to start small and claustrophobic, but giant areas where the player can truly pick their paths and rooms to explore are what make the RE games... RE games, which clearly *is* the inspiration as you say in your description.
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Overall pretty great, short, so there wasn't too much to criticize, but you definitely have a sense of game design and how to make an adventure fun, so my tips for going forward will be: rework gun sounds, quieter ambience sounds, room size and variety, more spread out and quick combat encounters
Good luck with your project, dropping a follow to see where this will go!
The shotgun room does work as intended. It's a little bit of a RE7 easter egg- the room where you find a shotgun to arm yourself up, only to find that it's rigged up to a locking door mechanism. Then you have to put the shotgun back, realize it was a false hope, and the door opens back up. Later on I'll be adding a way to successfully arm yourself with the shotgun- encouraging player backtracking. I'll probably put some sort of more visible "slot" - since the item frame general texture is invisible, which allows the body part and blood props.
I'll take into consideration what you said about the font. That's just the default font the resourcepack has, and I couldn't find any particularly interesting font to use.
Thanks for the tip regarding the ambiance- I'll make it quieter in the next update. I'm pretty new to sound mechanics- this map is half learning, half implementation.
I will polish up a bit on the combat system, thanks. This demo was mainly to just get it working in general.
The crafting system was implemented. The medkit system works with an herb and household chemicals, but I don't remember if this demo has the working recipe for acp rounds (gunpowder and chemicals). I was hoping for this to be a bit of something players would discover on their own, similar to how RE games just gave you "combine" options that you were to mix and match. I'd prefer not handing every recipe to players, but I do now see a need for some way to let players know to "try mixing and matching things in your crafting grid".
There definitely will be larger areas in this next update, but there won't be any combat opportunities in the next update. I haven't really planned out the combat areas for further updates, but I will definitely have more of it as the game progresses.
Oh alright, that's actually pretty funny with the shotgun room, tho idk if people will try that out. Maybe. Perhaps there should be a little line from the protagonist hinting that I can't keep the shotgun for now. Like "Hm, this shelf for the shotgun seems to be a mechanism for the door..?"
As for the crafting, well RE gave you like a quick tooltip where it said you can combine this and this to form an herb. So you should hint in some way that there is that possibility yes.
Sounds promising, so if you want you can always join my discord (link on my profile), where you can get some exposure, perhaps ask questions about what you should do with this or this, or simply ask for suggestions and show your mechanics. We always like that kinda stuff there and people who're engaging with talks alot. So good luck going forward!