Page 6 of 11

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 2:07 am
by FoxMccloud64
Mestiar wrote:(some tricky things also)
Cry of Fear Book Parkour FTW

dah Pocket Dimension should have rotating hallways like in the Ending 4 of Afraid of Monsters, mazes, gravity flaws (like being in the ceiling), impossible stairs, a rotating cube (like you are at the middle and Larry is around of the cube, you gotta get out of it before Larry rapes you) and more mindfuck stuff

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 2:27 am
by Mestiar
Cry of Fear Book Parkour FTW

dah Pocket Dimension should have rotating hallways like in the Ending 4 of Afraid of Monsters, mazes, gravity flaws (like being in the ceiling), impossible stairs, a rotating cube (like you are at the middle and Larry is around of the cube, you gotta get out of it before Larry rapes you) and more mindfuck stuff


Exactly, practically the pocket dimension is being distorted by a psycho who wants to keel ya. It makes more sence than just hallways and pillars.

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 9:39 pm
by A Hideous Beast
How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 10:07 pm
by That Same Anon
A Hideous Beast wrote:How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?

...
Image

YES

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 10:14 pm
by whathopercy
A Hideous Beast wrote:How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?
As far as the wiki goes, 106 doesn't "say" much, although if it was done in a tone that made you know that it wasn't human, I think it could work beautifully.

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 10:23 pm
by A Hideous Beast
I know that, I always imagined him to sound kind of like...the Gravemind from Halo (but more distorted.), with a deep guttural voice, with the sounds of other (Some higher, some lower in pitch.) voices in the background.

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 10:57 pm
by Doggiedog
Omniary wrote:
Enma Ai wrote:Maybe it'll be too difficult to do, but... anyone here read this 106 story? One of the segments happens inside 106's pocket dimension. 'Tis... well go read it. I guarantee that no jimmies will remain unrustled.
I thought that possibly, there could be the occasional child's wail inside the pocket dimension, but that seems a bit cliche and overdone with horror games as of late. Maybe an occasional tooth laying on the floor that could be picked up.
Or a trail of teeth and bone pieces with markings of the victims' age, leading you straight to 106. :mrgreen:

Also, as FoxMcCloud64 proposed, we should add optical illusions. This website has some examples: http://www.scientificpsychic.com/graphics/

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 11:22 pm
by FoxMccloud64
A Hideous Beast wrote:How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?
So fucking yes, in the way bridge there should be a impossible stairs, and also big hands, arms, and eyes like in the Book Simon battle in Cry of Fear

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 11:25 pm
by FoxMccloud64
FoxMccloud64 wrote:
A Hideous Beast wrote:How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?
So fucking yes, in the way bridge there should be a impossible stairs, and also big hands, arms, and eyes like in the Book Simon battle in Cry of Fear
Doggiedog wrote: Also, as FoxMcCloud64 proposed, we should add optical illusions. This website has some examples: http://www.scientificpsychic.com/graphics/
I like this one

http://www.scientificpsychic.com/spacer.gif

There should be a river of blood or something else, and should be mindfucking like that

Re: Pocket Dimension Room Ideas

Posted: Wed Jan 23, 2013 11:26 pm
by A Hideous Beast
FoxMccloud64 wrote:
A Hideous Beast wrote:How about this: After the player arrives in the PD, and spends a few minutes traversing hallways, they could go through a gate of some sort (Maybe made of giant pillars and some torches of fire. (could be any color.) and after they go through the gateway the player would hear a sound and a large guillotine looking blade comes crashing down, blocking the player from re-entering the gate. In this next area the player can only go one way: forward. The player would see large torches infront of them, leading them to a large bridge that spans over an abyss, the bridge is also shrouded in a heavy fog, making the players line of sight very limited. As the player keeps on walking he will encounter statues on the sides of the bridge of 106, in various "heroic" (But actually disturbing.) poses. Eventually the statues will cease to appear, and through the fog the player would be able to see giant 106 faces, looking down at the player, their eyes following him/her. Finally, at the end, the player would find that the bridge leads to a massive 106 head, its eyes looking right at the player, 106 then could say various things in a mocking tone, beckoning the player to go through his mouth. If the player takes too long the actual 106 would spawn behind the player, forcing the player to enter the giant head.

Good? bad? shall I continue with the idea?
So fucking yes, in the way bridge there should be a impossible stairs, and also big hands, arms, and eyes like in the Book Simon battle in Cry of Fear
Oooo, maybe there could be arch ways above the bridge that could be made by the giant hands and fingers.