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What would you do for a Gamers style haunted house?

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  • Class: {{esusrinfo_class366312}}
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    What would you do for a Gamers style haunted house?

    I'd do a split pathway, one for a spoopy haunted house which would basically an easy mode with cliche decorations and bad halloween music while the other side would be where the budget goes, scary ambiance music, strobe lights and monster decorations, there would be 4 rooms on each side with tokens in each one, the easy room gives out one token for each person but a limit of one, while the scary rooms have several tokens hidden in various spots (problem is they would need to be restocked after each group) at the end of it all are games and bags of candy (No nuts or other allergens) based on how many tokens you have, if you went down the easy side you wouldn't have enough for one of the bigger bags, I know there are flaws with this idea like budget but besides that I think it's a good idea.
    How about you guys?

    An oldie but a goodie
  • Class: {{esusrinfo_class366347}}
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    #2
    A battle royale haunted house

    Inb4 a Dark Souls style haunted house but it's VR:

    SPOILER4 "players" are spawn inside 4 random rooms of a university serving as the haunted house. With VR goggles on, they see the university as some kind of dungeon with monsters and hideous abominations that they must escape from. Windows are open but they will only see a fantasy western kingdom with dragons flying on the sky and the like and of course they can't leave the university ground.

    Each is given a Broken Straight Sword and a Torch. The dungeon is crawling with VR monsters and the player's first goal is to either defeat or avoid them depends on the situation to achieve the goal. To solo and drop to your demise or work together and die together is for the players to decide.

    Throughout the entire dungeon, there are 6 Bonfires scattered at 6 fixed locations which serve as checkpoint and rest area as no monster will spawn nor wander near them. But be aware, every time a player died, the bonfire that they lit will fade a little until it completely burnt out.

    Each monster will drop Souls (aka candy but VR) which can be used to buy new equipment or as currency to interact with the environment inside the haunted house. However, the location of the merchant change once every 30 minutes and in some case, they can be killed by the monsters inhabiting the dungeon.

    To finish and escape the dungeon, the players must defeat the bosses and gather their Cinder of the Lords, 4 in total:
    + Torture Tyrant Gyr (PE teacher, gymnasium)
    + Butcher of the Damned (canteen lady)
    + All-seeing Witch Azan (Vice principal, wandering boss)
    + Olden Beast Thrandur (Principle, final boss)
    The moment the last boss is defeated, all hell break loose as the monster will start rampagin and the dungeon collapsing. A final bonfire will spawn at the heart of the dungeon and the player must lit it with the Cinder of the Lords to signify a dungeon clear.

    The amount of candy each player get is equivalent to the number of Souls they possessed at the time of defeating the last boss, receive extra high class prize if their bonfire is still lit above a certain point.
    Last edited by KokugenZ-solace-; 10-12-2018, 01:07 AM.
    -Lazy Brain research log-
    Day 684 in the new area

    Arch-nemesis, means vowing to never exist under the same sky. But from a poetic perspective, they're much alike to couple of lovers. All they think about is the other, they want the other's gaze solely on them, and the goal of their actions is to ultimately obtain that undivided attention to themselves and only themselves. Rather romantic, wouldn't you agree?

    Comment


    • ForteGSdark-solace-
      Editing a comment
      I actually wanna see someone do this.
  • Class: {{esusrinfo_class366351}}
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    #3
    No response from server

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    • ForteGSdark-solace-
      Editing a comment
      That would be scary but I doubt everyone would get the joke XD
  • Class: {{esusrinfo_class366368}}
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    #4
    If I had the budget for it, I'd make it a combination Halloween room puzzle/laser tag sort of thing with something of a Payday 2-style shtick to it. For now, let's call it the 'Haunted House Raid'.

    EDIT - 10/14/2018, 1612 hours East Coast USA Time
    Thanks to some suggestions by ForteGSdark-solace- , I've been able to update and refine some aspects of the Haunted House Raid. Gone are the holographic zambies--replaced by peeps dressed as zambies as it'd be far easier to implement and just as fun. >u<

    SPOILER1. The objective would be for teams of four peeps to secure as many bags of loot as they can while surviving waves of zambies (peeps dressed up as zambies) that attack in waves. The zambie mechanics are as follows:

    - a. A zambie can take down a player by touching him/her. This is to represent a zambie taking a swipe at a player without actually doing so as that would pose an injury risk to the zambie stand-in and the player in question.
    - b. If a player is downed by a zambie, he/she must call out to another player to res him/her. The downed player can still fire his/her laser tag marker for ten seconds after being downed but cannot reload.
    - c. To ress a downed player, another player must stand next to him/her for two seconds. For added fun, players may want to shout some 'Inspiring' quotes from Payday 2 (which cannot be posted here as expletives and stuff). However, if all four players are downed, the Raid is over.
    - d. Zambies attack in assault waves. When one wave of zambies is taken out or a period of time elapses, the next wave arrives. The previous wave will resurrect as soon as that next wave attacks and this build-up goes for four waves.

    Once the fifth wave commences, the area ends up in a permanent assault wave that does not conclude. At that point, the team must try to clear a path into the next area or risk being overrun--players do not gain extra points for taking down zambies in this 'perma-assault' wave.

    Upon reaching the next area, the 'perma-assault' wave will cease.

    2. Each player gets a laser tag marker. The way I would prefer to do this is through paintball markers converted for laser tag use for that added milsim feel. For simplicity, there will be four types of laser tag marker and they are as follows.

    - a. Rifle - Standard laser tag marker. Accurate semi-auto and three-round burst, low overheat tolerance that limits full-auto use. Thirty-round mag.
    - b. Boomstick - Scattershot laser tag marker. Semi-auto only. Can take out multiple holographic zambies at range and deal heavy damage to holo-zambies at close range. Seven-round tube.
    - c. DMR (Designated Marksman Rifle) - Accurized laser tag marker. Semi-auto only. Outfitted with optics to allow taking out of holo-zambies with accurate shots. Five-round mag.
    - d. MG (Machine Gun) - Laser tag marker designed for sustained full-auto use. Not very accurate at long-range. Purposely heavier than the other three laser tag markers to offset its large, 100-round ammo capacity.

    For simplicity of gameplay, all players have an effectively unlimited supply of ammo for their laser tag markers. However, 'reload' times between marker types will vary the most, with the the Rifle being the fastest, DMR being slower, and the MG having the slowest reload speed. The Boomstick marker is a unique case in which its reload time is dependent on how many shots are left in the simulated tube--the less shots remaining, the longer the reload time.

    As for the laser tag markers' aesthetics, I would use Tippmann A-5 paintball markers as the base for the rifle, DMR, and MG markers. The idea is that these three marker types will be given add-ons to make them resemble various derivatives of the HK G3 and that can easily be achieved with the Tippmann A-5 due to its resemblance to the HK MP5K.

    Rifle = HK G3A4
    DMR = HK PSG-1
    MG = HK21E (The forward grip will be mounted in the 6 o'clock position for ambidexterity)

    I've yet to figure out what kind of paintball marker would be best suited to serve as the laser tag stand-in for the Boomstick. Been looking at various pump action paintball markers and none have been suitable. Any of the ones that would be usable would force me to change the Boomstick laser tag marker to a magazine-fed design and not a tubular-fed one. If it goes that route, then the Boomstick will end up being remodeled to function more like a Mossberg Sidewinder Venom, which would still work as the Boomstick in this game is to be a pump-action to differentiate it from the other three marker types.


    3. The objective of the Haunted House Raid is to secure as many bags of loot--represented by duffle bags as you can and deliver them to drop-off points throughout the course. Each player can only carry one loot bag at a time but can toss loot bags to a player that is not already carrying one. Yes, you can go full Bag Throwing Simulator if you want--for safety purposes, the bags will be empty and merely represent key gameplay items.

    3a. Some loot bags will be hidden and require puzzle solving a la Room Escape content comes into play. Players will have to divide their team members such that some of them will try to solve the puzzles (which will not be made too difficult) while the others cover them from the zambie assault waves.

    4. The final room is a last-stand where the team must divide their numbers between solving a puzzle that starts up an abandoned escape van and covering the teammates that are solving said puzzle. At this point, the team will come under a neverending zambie assault and can only come out victorious by solving the puzzle that allows the escape van to be accessed.

    5. For every five bags your team secures, your team will receive one shareable-size bag of candy at the end of the Raid. Extra smaller bags of candy are awarded for solving puzzles and for every 100 zambie frags the team as a whole make. Players will also receive one small-size bag of candy each just for playing, so even if your entire team is downed before a single bag can be secured, you'll still receive something--nobody leaves empty-handed.
    Last edited by GunnyBunny23-solace-; 10-14-2018, 03:39 PM. Reason: Updated some terminology and cleaned up stuff. OuO;

    Comment


    • GunnyBunny23-solace-
      Editing a comment
      Thanks~! It'd be super-expensive though--milsim paintball markers aren't exactly cheap and the issue of how to implement the holo-zambies is something I've yet to figure out. The alternative to holographic zambies would be to have physical, pop-up zambie targets not unlike those used in Army Weapons Qualification Courses replace the pop-up zambie targets but those would be limited in where they can be deployed. OuO;

      Safe to say that my idea would blow just about any budget short of the DoD's. =u=;

    • ForteGSdark-solace-
      Editing a comment
      Just a thought why not have a few guys decked out in Zombie costumes and laser tag targets as a replacements, they'd be moving targets and they can move to different locations on their own.

    • GunnyBunny23-solace-
      Editing a comment
      Actually, that sounds alot more feasible than the whole thing about using projectors to project holo-zambies that I struggled to make feasible earlier on. Would require alot of peeps dressed as zambies and they'd have to come in waves--with the team currently running the Raid only able to move on to the next section if they manage to take out all of the currently active zambies in the current area they're in. OuO
  • Class: {{esusrinfo_class366398}}
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    #5
    Rap. Tap. Tap. The Man in the Wall.
    Signature by Gluecklich

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    • Class: {{esusrinfo_class366405}}
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      #6
      Just throw people in a room filled with kids doing fortnite dances. 10 seconds in they'll be screaming to get out kekeke

      Market Thread || Code of Conduct || phoen || Recently cleaned out PM inbox so please resend PMs if you have PMed me before.

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      • KokugenZ-solace-
        KokugenZ-solace- commented
        Editing a comment
        Meme on or he meme don

      • Peper0chan
        Peper0chan commented
        Editing a comment
        It's like those things where you go like "why are they like this"

      • GunnyBunny23-solace-
        Editing a comment
        Why are they like this~? o.o;
    • Class: {{esusrinfo_class366559}}
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      #7
      Paint your walls.

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      • Class: {{esusrinfo_class366748}}
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        #8
        Originally posted by GunnyBunny23-solace- View Post
        If I had the budget for it, I'd make it a combination Halloween room puzzle/laser tag sort of thing with something of a Payday 2-style shtick to it. For now, let's call it the 'Haunted House Raid'.

        SPOILER1. The objective would be for teams of four peeps to secure as many bags of loot as they can while surviving hordes of holographic zambies that show up with increasing frequency as time elapses with no way to fully clear a room. If a holo-zambie touches you, you're downed and have to call for a teammate to 'res' you (which works by having a teammate stand next to you for two full seconds). You can be downed an unlimited number of times but each time a player is downed, ten seconds are added to the entire team's time.

        2. Each player gets a laser tag marker. The way I would prefer to do this is through paintball markers converted for laser tag use for that added milsim feel. For simplicity, there will be four types of laser tag marker and they are as follows.

        - a. Rifle - Standard laser tag marker. Accurate semi-auto and three-round burst, low overheat tolerance that limits full-auto use. Thirty-round mag.
        - b. Boomstick - Scattershot laser tag marker. Semi-auto only. Can take out multiple holographic zambies at range and deal heavy damage to holo-zambies at close range. Seven-round tube.
        - c. DMR (Designated Marksman Rifle) - Accurized laser tag marker. Semi-auto only. Outfitted with optics to allow taking out of holo-zambies with accurate shots. Five-round mag.
        - d. SAW (Squad Automatic Weapon) - Laser tag marker designed for sustained full-auto use. Not very accurate at long-range. Purposely heavier than the other three laser tag markers to offset its large, 100-round ammo capacity.

        For simplicity of gameplay, all players have an effectively unlimited supply of ammo for their laser tag markers. However, 'reload' times between marker types will vary the most, with the the Rifle being the fastest, DMR being slower, and the SAW having the slowest reload speed. The Boomstick marker is a unique case in which its reload time is dependent on how many shots are left in the simulated tube--the less shots remaining, the longer the reload time.


        3. The objective of the Haunted House Raid is to secure as many bags of loot--represented by duffle bags as you can and deliver them to drop-off points throughout the course. Each player can only carry one loot bag at a time but can toss loot bags to a player that is not already carrying one. Yes, you can go full Bag Throwing Simulator if you want--for safety purposes, the bags will be empty and merely represent key gameplay items.

        3a. Some loot bags will be hidden and require puzzle solving a la Room Escape content comes into play. Players will have to divide their team members such that some of them will try to solve the puzzles (which will not be made too difficult) while the others cover them from holo-zambies.

        4. At random moments throughout the Raid, Holo-Zambies will spring out of nowhere. These are mini-survival segments where the team must either dispatch all spawned Holo-Zambies or clear a path to the next room. The segment will not end until one of those two conditions have been met.

        5. The final room is a last-stand where the team must divide their numbers between solving a puzzle that starts up an abandoned escape van and covering the teammates that are solving said puzzle. At this poi

        6. For every five bags your team secures, your team will receive one shareable-size bag of candy at the end of the Raid. Extra smaller bags of candy are awarded for solving puzzles and for every 100 holo-zambie frags the team as a whole make. Players will also receive one small-size bag of candy each just for playing, so even if your entire team is downed before a single bag can be secured, you'll still receive something--nobody leaves empty-handed.
        After some thought what if we take this idea and do a "Haunted Forest" laser tag thing:
        In groups of 6, people head into a large auditorium armed with LT Guns (Like a high school gym) decorated like a spooky forest, inside are 10 Zombies (People dressed up with Laser Tag Targets) and a "Boss Monster" that roams around in the misty dark attacking players, players can't directly attack the "Mobs" (Opposing Players) but if they get touched they get deducted health (Each human player gets 3 hits, a hit from a "zombie"takes one but if you get hit by the boss you're out) at the end of it players get points based on how many times they hit each Zombies and the Boss Monster (With the boss's hits counting double) which is then deducted by how many times they got hit (Game overs lead to you only getting half the points you originally earned, so avoid getting hit by the boss), as far as mob health, each zombie would have about 6 hits from a gun before being stunned for 15 seconds (At which they can't be attacked again during that time) while the Boss would require a bit of teamwork to stun and escape from.
        At the end points are tallied and tokens based on your score is awarded (1 Small Token for each point, a medium token for every 10 points and so forth) which are then exchanged for prizes and candy, afterwards there's a dance party with the Zombies and Boss Monster. *Insert Happy Ending here*

        An oldie but a goodie

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        • GunnyBunny23-solace-
          Editing a comment
          That sounds like all kinds of fun and far easier to implement than my original idea. The impression I'm getting is that this is more of a Holdout scenario sort of thing and for Halloween, it really fits. OuO

          Also yay for dance party. >u<

        • ForteGSdark-solace-
          Editing a comment
          You would be surprised how much thought I put into this, if you wanna go for you can use my ideas for a local haunted house Wink
      • Class: {{esusrinfo_class366769}}
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        #9
        filled with rngesus ghosts on a bad day

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