View Full Version : Silent Hill like horror level

08-20-2012, 05:02 AM
I'm currently making a horror themed level. It has obvious Silent Hill 2 inspirations with the dark, claustrophobic atmosphere and ominous fog. I'm honestly trying to make it scary, so sack people will be kept to a minimum and you won't be sure exactly what is going on or what exactly is chasing you. The game will be mostly silent, save for the odd sounds the demonic creatures make, but I need some good horror music for certain parts. Music that is quiet and unnerving. Is anyone interested in lending some music? Creating some music? You'll receive credit in the level for it, of course.

Thanks much!

- St_Ivor

08-24-2012, 05:14 AM
that sounds cool. not good at lbp2 music. but i want to see this level for sure.

08-24-2012, 08:04 AM
I'm actually about half way done with it right now. I guess a lot of it is an experiment with what I can do with NPC AI. I'm actually quite proud of what I've got so far. Now I just have to make sure it's actually scary.

08-24-2012, 12:57 PM
I took a crack at some abstract, Silent Hill-esque atmospheric horror "music". Gimme a friend request and I'll send them to you. Edit as you like! Very brief stuff, but hopefully useful!


08-24-2012, 03:03 PM
Silent Hill often uses long drawn out notes as well as odd ominous sounds, so I suggest (after getting those sounds made) you might want to add music like a quieted down "Suspense" or some "Tension" but remove all the instruments except ambient/strings - or something like that, I can't quite remember what the musics were called but they make the levels intense, most definitely worth trying out if you haven't already done so. And good luck with the other half of the level.

08-24-2012, 09:28 PM
Fantastic idea, Ironface. I might try something like that.
I'll be sure to send you a quick friend request, arbiekko, I appreciate it very very much.

I already found just a little bit of music, but it was only one song. It was essentially a quiet drum that pounded ambient, which I found useful for the opening, but not much help anywhere else.

08-24-2012, 11:12 PM
Also as Ironface suggests, the Tension track is brilliant for creepy stuff, especially when you you tweak (or mute) the rhythm and melodies down to one track at a time. I use it a lot.

08-25-2012, 10:43 PM
Hi St_Ivor.
Gotta say, as a horror genre fan, I love a good spooky level. I can give a few tips if you like. But, I cant wait to see the finished level.
Good luck with it buddy :)

08-26-2012, 01:42 AM
I'm open to suggestion, Sean88. I'm mostly finished with the level, my greatest challenge is making something that's frightening to more people than just me.

I'm a big believer in using game mechanics as a way to tell a story, and create an atmosphere as well as something scary. For instance, you can never really tell how much damage a badguy has done to you, there's no health bar. This means you have to be careful as you go along because you'll never be sure how easy it will be to die from an attacker.

There's also a lot of ambiguity. I left a lot of the story empty so the player can fill in the gaps for themselves and feel more involved. Sometimes things will happen with no explanation. Things are always scarier in a person's head than in reality.

I believe Ben "Yahtzee" Croshaw said it best.
"Horror works best when they throw you a cheese grater and shout encouragement." Or something like that, I'm sure.

08-28-2012, 01:52 PM
Hi there St_Ivor.

Cool and well done on the level. I cant wait to try it out.

To make a really scary level, you can go two ways...
WAY 1- go for gore.... make it a creepy level, with loads of creatures attacking in numbers (likew a zombie level) etc.

But I think your going more for way 2.
WAY 2 - the tension builder... Let the fear of whats out there in the level build slowly. A good scare doesnt come from sticking the
goriest monsters you can find at peope straight away, It comes from building tension, You need a way to unnerve the players where they are
wary about going dark places
In lbp2, best ways to achieve this are through SOUNDS and LIGHTING (darkness) and MUSIC .
Start with a an average dark area, well lit by lights and give the player comfortable, familiar surroundimgs and sounds with a happy relaxed
piece of music playing in the backhround.
After a little time, have the lights start to be less bright, (a nice effect is to make the fog black and more foggy to give a stiffling feel),
sound fx should be more sparse and the music should subtley get darker and more forboding, by introducing more strings and dramatic
chords and notes into the original music. Also hits of a creature (flash of something past a window, a flash of red eyes etc.).
All the time the level gradually gets darker and more creepy.
Eventually being alone in complete darkness with maybe only dim lightbulbs or flames to light the way.
An interesting idea would be to have a sudden crash (like a windo smashing or something falling over, but as it happens have the music
cut off completely. Then all youi would use is positional sound effects to suggest somthing is moving around you.... heavy breaths, creaknig
floorboards... something brushing off objects, walls etc... untill the monsters big reveal at the end.

This way your taking the player from familiar, safe surroundings, gradually to dark and uncharted territory.

You must build the fear and unease.
Thats my take on itanyway :)
hope it helps

09-15-2012, 06:49 PM
It's finally here!


09-18-2012, 02:40 AM
Hi St_Ivor. I have played it and left constructive feedback. :-)