Like the idea of re-contextualizing Cry of Fear's enemies in a post-apocalypse setting. They go from creatures meant to symbolize Simon's various mental issues to just infected and disfigured people roaming about places they likely once called home before what ever happened had occurred.
I was thinking that they make it more real in the sense that there are less predictable things to interact with than say doors. Otherwise you kind of might as well be looking at a 2D map from above. It’s more immersive with NPCs. That’s what I was trying to say.
I think the NPC's are a good addition, personally. I can only imagine how much more horrifying your exploration of older maps would have been with them present! I'd say they should stay, especially for maps that fit the horror vibe.
For the npcs spawning around map its cry of fear resurgence it has a spawner entity you can enable using spawn menu and tweak settings i recommend disabling npcs always seeing where u are and call for help if you dont want them to constantly come to you but just be around the map and if u want other npcs theres either zombie invasion++ or npc group spawner something like that and then u could just get a simple gun addon and some maps to explore
Regarding the Cry of Fear NPCs: The moment you mentioned that you'd added them, I started paying a lot more attention to this video. Normally, I tend to skip over some of the "exploring" videos, because I'm more interested in the deliberately scary moments of horror maps and how the Librarian reacts to them. If more "exploration" videos had Cry of Fear NPCs added, I'd definitely watch them more often. Now I'm curious as to how difficult it would be to do the same thing myself, so I could explore some interesting maps while also having some scary creatures to defend myself against.
Soon as I discovered this map, I knew immediately "oh man, this is way too complicated for me, I'd better wait until the Librarian reviews it." Very satisfied with the result!
Librarian is actually really brave when you think about it. Not only is he exploring some creepy and comfy maps he also does this in VR he does not get enough credit for that honestly
I think the sparce npcs are great for post apocalyptic maps like this one, but may break up the ambience of more liminal maps if that makes any sense? Like if zombie came at you in gm_nightlight it'd just throw off the vibe. But this would be cool to see on rp_asheville, maybe with a slightly higher concentration of npcs
I really enjoyed having the NPCs, though my issue with how it was handled is I think the same thing I hit when trying the same myself which is that unseen monsters don't despawn! If there's a set limit to how many NPCs can spawn at a time but then you miss one, then that means you're not going to find any more monsters unless you manage to find and kill the one from before. Which is exactly what we saw here, you heard but couldn't see the one NPC by the community center, and from then on there were no NPCs for the entire rest of the video because that one was eating up the max limit. If there were some way to make NPCs automatically despawn after a certain amount of time of being inactive or at a certain distance or something, then it would vastly improve the experience, because I thought their inclusion was thrilling right up until they stopped appearing.
Seeing you explore a big map like this takes me back to the time where I discovered you channel because of the rp_Asheville map exploration video. Even though I have watched that video several times, I still come back to it because of the vibe that map has and because I love your commentary.
idk if you'll ever see this but i just wanna say thank you for existing and making content like this, your content alone helped me out of the burnout i was going through and i cant thank you enough never stop being amazing ^^
The only thing i don't like about RP maps is the lack of props in most areas obviously its for the RP gamemode but for singleplayer exploration it removes a something to the map
You were talking about wanting to explore what the post apocolypse looks like when people get used to it and finaly settle down. In that case play Fallout New Vegas!
If u havent already check if you enabled the setting to make npcs wander around in vj i think they just spawn and stay in the same spot for the most part it does help in making them hide kinda tho
Ngl i think random npcs are good idea like the npc battles but for exploration do a very small bit also u could try other npcs in the future by using zinv mod tho the cry of fear ones do fit
I was hoping you would do something like that with the npcs! Just some guys, not a lot just to give that air that there is something out there and you are sure of it.
Looks gorgeous, but I'm always a little sad when I see the "rp" in the name. Always feels like the rp maps just don't allow the amount of story telling and potential scares and secrets of normal maps (which is understandable, seeing as the roleplay nature means the players are the ones expected to make the story for the most part). Maybe this one is different, but that's just been my experience with the rp maps.
This map is really awesome, but if I were the creator of this, I would add ambient map corpses and props to Rooms to kind of convey that apocalyptic Vibes that a lot of people have died and they won't be needing their possessions anymore
9:20 15:49 - This is sort of what I'm talking about. In a normal (so long as it's good quality), narrative driven gm map all these rooms and spaces would be filled with items and details that would tell a story or a mystery. Since this is an rp map, that sort of design would potentially interfere with a roleplaying experience driven by players, so you end up with all these barren, empty spaces (with the idea being that the players would fill them up while roleplaying).
I don't mind the NPCs, Not as long as they fit the map. If it was a luminal space kind of map I think I'd rather have no enemies. There's merit for both having monsters and being alone.
Man, that was simultaneously fun and exhausting in a weird parallel to creepy and comfy. Your videos have come a long way in just the short time I’ve been subscribed. I’ve looked at some of your older playthroughs and map explorations, when either you deliberately deepened your voice or had a lower quality audio setup and you seemed kind of stiff. Now you’re loose and relaxed and react so much more honestly I guess is the way I’m going to put it. I’ve been looking at these map expos as palate cleansers between game episodes but they can be quite strenuous like this one. I know you have to be exhausted and I’m wrung out just following along.
There might be a problem where all the enemies already spawned and it reached the cap but theyre all in a location you already explored so there wont be more in new locations
Hey Librarian!! I know my comment is Quite late but I hope someway it can get to you, I Like the Idea of combining the Npcs while exploring! I think it adds to it and makes it quite interesting, as someone who used to play with Zippy's Global spawner and his Horde one I do have some ideas on how you could improve it, the Npcs might get Stuck at times and they might not really spawn at the best places, my advice would be to use simple timer on the workshop so they get killed every few 20-30 Minutes for them to possibly respawn in a better spot the downside with this is that it could possibly ruin some perfect spots for the enemies, and the Annoying undo sound these 20-30 minutes I believe. But there's another idea which I think could be better, for maps that are more closed make it so the enemies spawn Closer in your area and do it so they Despawn once they're too far away but the catch is that you make it so they take longer to spawn so that way you might have a better chance at encountering them, the Cons is that maps that have more open space to them and places that isn't obscured by walls or rooms for example it could get kinda awkward for the enemies to spawn out of thin air, those are my suggestions, Also! It might be good to experiment and test w the global spawner to set up to make it just as good as you want.
This is very interesting that this Map is the Size of Half Life 2. I’m pretty sure that a Creator will make their own Version of a Unofficial Half Life 3 and a Portal 3 or a combo of both in Gerry’s Mod.
I’m slightly new to the community. Has he ever played silent hill shattered memory? The monster actually changes in appearance depending on what you do in the game
Hey librarian i just started playing into the radius on my quest and i see that so far the only difference is graphics and lights not staying on when you drop them. Do you have any tips
Hey Librarian, I have a game recommendation. Would you mind playing Lorelei and the Laser Eyes at some point? It's a psychological horror puzzle game with fixed camera perspectives like alot of old horror games, and it's all about this filmmaker who seemingly turned his mansion into an escape room. It's very stylish and I'd recommend atleast giving the trailer a look. Love the videos! 👍
This map feels like it was built out of the architecture and human structure-scapes that the author had seen in their dreams and/or nightmares. A bunch of disconnected maps stitched together, each having individually unified theming but completely nonsensical internal design direction, where everything feels disconcerting and uncanny in the best way possible.
Holy cow, I checked this game on Steam and just the "Features" in the map are amazing. 😳😀 Very interesting, intriguing questions asked at 6:26; I've often wondered about that too. With no authorities in charge what does become of places like those you mentioned?
Speaking of development, is faceposer, especially phoneme extractor, working in the modern era? Many years ago I tried to get into map making but I kept having issues with the former which put me off.
1:03:18 Have you tried the modern warfare mod Pistol and Pistol DLC? The M19 has a swift laser that has a built in Dynamic Flashlight or the Unofficial HK416 it also has a Dynamic flashlight as one of the laser
35:02 I’m late but I what if all the machines and electronics became sentient. The generators coming to life literally and providing life to the lights and stuff
Regarding the out-of-body experience when entering and exiting vehicles, would it help to close your eyes right before hitting the enter/exit button and only opening them again when you are fully occupying your new position? Or would it not help at all, or even be worse haha I have a Quest 2 so if I FINALLY get around to following your GMod VR set-up guide I'll try this myself too!
this is a good idea, it reminds me of when I played MGSV, I blinked when I turned on night vision so I wasn't flashbanged. sorta adds immersion too. have fun with your Quest!