Left 4 Dead 2

Left 4 Dead 2

Fazbear's Fright: The Horror Attraction
 This topic has been pinned, so it's probably important
Fazebear's Fright: The horror Attraction criticisms
Here is a little discussion where the modder can get criticisms to allow him to better his modding skills in future mods. Here anyone can mention the goods or bad of the mod : Fazebear's Fright. Please be respectful of the modder and do not start an argument between either the modder or anyone associated with the mod, players included.

Let this be a reminder that this isnt a bug forum because one of those already exists and that is its own purpose.
< >
Showing 1-15 of 47 comments
[YGS]Dies On Duty 17 Jul, 2016 @ 11:27am 
First lets start of by saying the 3rd installment in the Five Nights at Freddy's series has to be my personal favorite and the only game in the series i finished so pretty excited to see a solid representation of the the level design of the game here as a map.

Like always i kinda review/ critic maps on a pro/con bases and explain why as best as i can.

Pro:

The map looks gorgeous. Truely a excellent representation of what the horror attraction would look like except with limitations due to not being able to use all assest to make it look far more scarier.

After night cutscenes or better yet interactable scenarios are very cool since it must of taken alot of programing to have shadow freddy lure us into the secret room where the purple guy comes out and disassymbles us. Very cool.

Cool mechanics like the camera systems and the rebooting system screen. It is a nice touch making the the modder give us a more honest to goodness Five Night experience.

Con:
Way too difficult for single player use. Zombies come way too frequently and too soon. There are little breaks between the action but that is what they are little breaks. Hardly enought time to run out in the hall grab ammo and get back before getting sandwhiched between 2 hordes comming in opposite sides of the player. It isnt bad but kind wish it was toned down a little to provide both challenge and less stressful experience for people playing solo.

The window in the camera room can not be shot through and can be shot through. It is super weird because at times i was shooting at hunters and spitters my bullets would not connect due to where i angled my shot but if i am facing the window and look 10 to 15 degrees left or right my shots would connect. Same goes to spitter acid.

In the after night scenarios when you go to the secret room and walk back no matter where you are in this area the script will kill you all the time. It is a tad annoying walking in to this section with like 80hp and see that all get pissed away because the script says so. This leads to annoyance and use of supplies that could be useful later when you actually need it.

In the after night section you can go around gathering supplies which is pretty cool the issue is that the AI pathfinding causes them to sit there and not gather supplies that they would deem necessariy for their survival. There are only a limited ammount of medkits in the main area of the map so it bothers me to see that the small ammount of supplies will need to be used by the bots. This will cause people to recieve early game overs because they can not stock up their team for the next night.

No easter eggs. This isnt a main issue and a nitpick but i personally like seeing these secret/ easter eggs. I could be totally wrong and they are in the game but i just never found them.

The night guard station mechanics are rather useless in the game. It is cool they are in there but they dont really serve a use unlike the other maps have a way to light up a hallway or shut a door. I like the modders want to give us a Five Night expereience but with these mechanics they feel unused. If they had a purpose to provide an easier experience on the player then awsome that opens up a whole new can of interesting play style.


Conclusion:

This is not the most perfect map but it is really good but playing solo is going to be quite a stressful experience while as playing it with a friend grants a more enjoyable experience since you can make use of the supplies in the after night part as well having a buddy protect you while you go out in the hall to grab ammo. One nitpick i forgot to mention is why isnt there a ammo bag inside the guard station. That seems like a resourcful and believeable location to leave an ammo bag rather than out in the middle of the hallway. I can easily reccommend this map as well as any other Five Nights at Freddy's map to anyone including friends. So why are you still reading this...go out to the workshop and subscribe to these Five Nights at Freddy's maps.
I Kinda Fail 7 Aug, 2016 @ 12:55am 
I played through it on single player Easy. I let the bots handle the infected, for the most part, and I kept an eye on the vents. I'm not sure what benefit the sound or camera had, if any, but keeping the vents closed did help close off half of the horde, mainly the spitters, jockeys and boomers. (Chargers and hunters mainly came down the hall.)

I didn't find any Easter eggs, and that sucks, unless you're counting a "hidden" health pack or two. This definitely would've been easier with 4 players, as the bots refused to grab health kits or better guns between nights. I'd be fine with the purple incap, if you got a free health kit or two every night.
Deep Thunder  [developer] 9 Aug, 2016 @ 3:39pm 
Thanks for the feedback both Dies on Duty and I Kinda Fail. Just a few points I want to address.

Originally posted by I Kinda Fail:
I'm not sure what benefit the sound or camera had, if any, but keeping the vents closed did help close off half of the horde, mainly the spitters, jockeys and boomers. (Chargers and hunters mainly came down the hall.)

My intention with the camera's mechanics is to assist the player, not necessarily require it to complete the map.

Closing vents will force the infected to run only in one direction- namely the only hallway(s) to reach the player (unless they're already in the vent, in which case, they're stuck temporarily). It's the most useful gimmick in my opinion.

The audio system, which is supposed to lure the infected to the very back room, doesn't always work. I'm aware of that. And to put it frankly, there are a lot of things I wasn't aware of until the public release of the map. The same holds true for my other maps.

The cam mechanics- it's simply a 'neat' feature for the fans of FNaF. And so I wouldn't get constant nagging to include cameras, in which case, now these people are aware of the little use it provides in a traditional "finale/horde wave(s)" of L4D2.

Originally posted by I Kinda Fail:
I didn't find any Easter eggs, and that sucks, unless you're counting a "hidden" health pack or two.

It does suck, yes. But hear me out:

1) The map is really small. Where could I hide plushies?

2) I've pushed the engine to it's limits, I can't add anything else (yes, I could go back to the map and optimize it better, but I don't think I have time for that)

3) The only "easter eggs" as seen in FNaF 3 are the secret cut-scenes, I'm pretty sure. At the time, I didn't have the experience to cleanly recreate these secret cut-scenes, even if that meant adding my "own interpretation".

I'd like to go back and edit my map, but again, time constraints and life priorities.

Originally posted by I Kinda Fail:
This definitely would've been easier with 4 players, as the bots refused to grab health kits or better guns between nights

I intentionally did not include any navigational mesh in the minigame area, so that the bots would not unecessarily consume pills/health packs/desired weapons like they normally do.

It was bought to my attention that this behavior was an utter annoyance in the FNaF 1 map, so I decided to redeem myself by not including nav mesh in that area in this FNaF 3 map.

I've asked scripters / more experienced L4D2 modders if there's some sort of function that prevents the bots from picking up certain weapons. According to them, there is no such thing. Perhaps there is another method to accomplish such a task, only I would require quite a bit of time to think of something.

As a work around, heal the bots yourself and give them pills & adrenaline on your own terms. Plenty of T2 weapons are provided at the start.

I'd be fine with the purple incap, if you got a free health kit or two every night.

I agree with this. I did this to recreate and stay true to the source material of FNaF3 (when purple guy incapacitates/aggresively dismantles an animatronic). But, sometimes, it won't always work out, and that's alright as long as I learn from my mistakes. Something along the lines of a free health kit will probably drop in the next probable update.

Originally posted by Dies on Duty:
The map looks gorgeous. Truely a excellent representation of what the horror attraction would look like except with limitations due to not being able to use all assest to make it look far more scarier.

I really appreciate this because I had spent an entire day straight working on the lights. Given that the engine's lighting system desires improvement, it took some patience. The limitations are certainly a factor in the map's "empty" or "kinda scary" atmosphere.

Originally posted by Dies on Duty:
Way too difficult for single player use. Zombies come way too frequently and too soon.
This is something that will hopefully be rectified in the future. The FNaF 2 map had a better balance in my opinion. The FNaF 1 map is harder to say due to the door and light mechanics playing a role in the balance.
As long as I have the man power and many beta testers to give me their feedback regarding the difficulty, I can better determine what is optimal for the general player.

Originally posted by Dies on Duty:
If [the mechanics] had a purpose to provide an easier experience on the player then awsome that opens up a whole new can of interesting play style.

I tried to make the vent closing system and audio system as useful as possible. Due to the nature of my own lack of experience at the time, it was a challenge to get the players to recognize the value in these mechanics.

Anyway, both you and I Kinda Fail bought up similar points. Read my replies to him and it'll directly address the points you bought up.
Last edited by Deep Thunder; 9 Aug, 2016 @ 3:39pm
Amogus in black 4 Jan, 2017 @ 1:16am 
Originally posted by PHS$Dies On Duty:
Here is a little discussion where the modder can get criticisms to allow him to better his modding skills in future mods. Here anyone can mention the goods or bad of the mod : Fazebear's Fright. Please be respectful of the modder and do not start an argument between either the modder or anyone associated with the mod, players included.

Let this be a reminder that this isnt a bug forum because one of those already exists and that is its own purpose.
Amogus in black 4 Jan, 2017 @ 1:16am 
Originally posted by Deep Thunder:
Thanks for the feedback both Dies on Duty and I Kinda Fail. Just a few points I want to address.

Originally posted by I Kinda Fail:
I'm not sure what benefit the sound or camera had, if any, but keeping the vents closed did help close off half of the horde, mainly the spitters, jockeys and boomers. (Chargers and hunters mainly came down the hall.)

My intention with the camera's mechanics is to assist the player, not necessarily require it to complete the map.

Closing vents will force the infected to run only in one direction- namely the only hallway(s) to reach the player (unless they're already in the vent, in which case, they're stuck temporarily). It's the most useful gimmick in my opinion.

The audio system, which is supposed to lure the infected to the very back room, doesn't always work. I'm aware of that. And to put it frankly, there are a lot of things I wasn't aware of until the public release of the map. The same holds true for my other maps.

The cam mechanics- it's simply a 'neat' feature for the fans of FNaF. And so I wouldn't get constant nagging to include cameras, in which case, now these people are aware of the little use it provides in a traditional "finale/horde wave(s)" of L4D2.

Originally posted by I Kinda Fail:
I didn't find any Easter eggs, and that sucks, unless you're counting a "hidden" health pack or two.

It does suck, yes. But hear me out:

1) The map is really small. Where could I hide plushies?

2) I've pushed the engine to it's limits, I can't add anything else (yes, I could go back to the map and optimize it better, but I don't think I have time for that)

3) The only "easter eggs" as seen in FNaF 3 are the secret cut-scenes, I'm pretty sure. At the time, I didn't have the experience to cleanly recreate these secret cut-scenes, even if that meant adding my "own interpretation".

I'd like to go back and edit my map, but again, time constraints and life priorities.

Originally posted by I Kinda Fail:
This definitely would've been easier with 4 players, as the bots refused to grab health kits or better guns between nights

I intentionally did not include any navigational mesh in the minigame area, so that the bots would not unecessarily consume pills/health packs/desired weapons like they normally do.

It was bought to my attention that this behavior was an utter annoyance in the FNaF 1 map, so I decided to redeem myself by not including nav mesh in that area in this FNaF 3 map.

I've asked scripters / more experienced L4D2 modders if there's some sort of function that prevents the bots from picking up certain weapons. According to them, there is no such thing. Perhaps there is another method to accomplish such a task, only I would require quite a bit of time to think of something.

As a work around, heal the bots yourself and give them pills & adrenaline on your own terms. Plenty of T2 weapons are provided at the start.

I'd be fine with the purple incap, if you got a free health kit or two every night.

I agree with this. I did this to recreate and stay true to the source material of FNaF3 (when purple guy incapacitates/aggresively dismantles an animatronic). But, sometimes, it won't always work out, and that's alright as long as I learn from my mistakes. Something along the lines of a free health kit will probably drop in the next probable update.

Originally posted by Dies on Duty:
The map looks gorgeous. Truely a excellent representation of what the horror attraction would look like except with limitations due to not being able to use all assest to make it look far more scarier.

I really appreciate this because I had spent an entire day straight working on the lights. Given that the engine's lighting system desires improvement, it took some patience. The limitations are certainly a factor in the map's "empty" or "kinda scary" atmosphere.

Originally posted by Dies on Duty:
Way too difficult for single player use. Zombies come way too frequently and too soon.
This is something that will hopefully be rectified in the future. The FNaF 2 map had a better balance in my opinion. The FNaF 1 map is harder to say due to the door and light mechanics playing a role in the balance.
As long as I have the man power and many beta testers to give me their feedback regarding the difficulty, I can better determine what is optimal for the general player.

Originally posted by Dies on Duty:
If [the mechanics] had a purpose to provide an easier experience on the player then awsome that opens up a whole new can of interesting play style.

I tried to make the vent closing system and audio system as useful as possible. Due to the nature of my own lack of experience at the time, it was a challenge to get the players to recognize the value in these mechanics.

Anyway, both you and I Kinda Fail bought up similar points. Read my replies to him and it'll directly address the points you bought up.
Amogus in black 4 Jan, 2017 @ 1:16am 
Originally posted by I Kinda Fail:
I played through it on single player Easy. I let the bots handle the infected, for the most part, and I kept an eye on the vents. I'm not sure what benefit the sound or camera had, if any, but keeping the vents closed did help close off half of the horde, mainly the spitters, jockeys and boomers. (Chargers and hunters mainly came down the hall.)

I didn't find any Easter eggs, and that sucks, unless you're counting a "hidden" health pack or two. This definitely would've been easier with 4 players, as the bots refused to grab health kits or better guns between nights. I'd be fine with the purple incap, if you got a free health kit or two every night.
Amogus in black 4 Jan, 2017 @ 1:16am 
Originally posted by PHS$Dies On Duty:
Here is a little discussion where the modder can get criticisms to allow him to better his modding skills in future mods. Here anyone can mention the goods or bad of the mod : Fazebear's Fright. Please be respectful of the modder and do not start an argument between either the modder or anyone associated with the mod, players included.

Let this be a reminder that this isnt a bug forum because one of those already exists and that is its own purpose.
Spire 16 Feb, 2017 @ 5:39pm 
do anyone agree the place should be lighten up
Deep Thunder  [developer] 16 Feb, 2017 @ 6:08pm 
Please take screenshots and upload them here, I don't know what you're talking about. I haven't touched this map in months and it was lit up fine from what I remember
Spire 16 Feb, 2017 @ 6:56pm 
how do i upload screenshots here
Deep Thunder  [developer] 16 Feb, 2017 @ 7:05pm 
Take screenshots with the Steam overlay and link the URL here
Deep Thunder  [developer] 16 Feb, 2017 @ 7:06pm 
Press F12 ingame, close L4D2, upload it to steam publicly, find the screenshot on Steam, right click the page, click Copy Page URL, come back here, paste URL in the comment box
Spire 17 Feb, 2017 @ 6:49am 
im still waiting until a reply
Deep Thunder  [developer] 17 Feb, 2017 @ 9:12am 
Why it does that is beyond me. Have any other maps done this?
< >
Showing 1-15 of 47 comments
Per page: 1530 50