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Meghan Patnode edited this page Apr 9, 2025 · 1 revision

Summary

This level is designed around a cursed carnival filled with monsters that have taken care of any patrons foolish enough to enter. The goal of the map is to create an atmosphere that evokes horror and a "on-edge" feeling. The player should feel anxious and tense throughout the experience but ultimately victorious and powerful by the end.

These textures influenced the theme:

Screenshot 2025-04-09 at 3 52 20 PM

These circus textures inspired the general theme.

Screenshot 2025-04-09 at 4 02 48 PM

These inspired the idea of an area with a stage, showcasing a set up for a "Shoot the apple off his head" show, but instead having already shot corpses pinned to the wheel.

Where is this place in the world?

This place should feel like it could be the local carnival appearing in your town in terms of structures, layout, and placement. However, it should also have a mystical, abandoned feeling to it. Nothing seems wrong on the outside. A patron entering would see the carnival and think "I didn't realize it was in town." But, if a patron were to able to escape, they'd go to the police, only to be met with "What carnival?" and strange looks. It would be in a small valley clearing, with enough trees that you can't see nearby structures. Although, near enough to main road to not be too strange.

What rooms does this area normally contain?

  • Main Tent - Trapeze set up, bleachers, etc.
  • Hall of Mirrors
  • Smaller Stages / Entertainment Act Areas - areas with no seating, quick shows, juggling, sword throwing,
  • Carnival Games
  • Food Vendors
  • Ticket Booth
  • Public Bathroom/Porta Potty

What is its architectural style?

The shapes used in the map are more organic. Structures should feel easily put up and easily taken down - wooden pillars and tarps. The textures should look old, but the wear and tare is primarily from the lack of structural integrity, outdoor elements, and the fighting taking place within the carnival, as opposed to the actual time in which the architecture has stood. The primary goal of the architecture's design is to be quickly constructed but extremely eye-catching (large signs, flashing lights, etc.)

What is about to happen?

The player is being led to a final arena battle in the main tent. The main show is about to start. In actuality, it is the ultimate fight, but it is presented as the nightly show.

Where is the toilet?

The toilets are porta potties. Any other type of bathroom structure would imply a permanence that none of the other areas have. They should have a section of a few lined up near a fence. They should be somewhat near the food area, and further away from the main tent.

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