Garry's Mod

Garry's Mod

Freddy Fazbear's Pizza
Antik 30 Sep, 2014 @ 1:57pm
Long coop session
Door lights useless

The animatronics make a sound when they pop right outside the door, regardless if the door is
closed or door lights are on, making door lights 100% useless. On top of that, you can see them outside the door, since both halls are fairly bright, even on low gamma. This is a big issue for balance, since you don't need to check on doors, which is the second most important thing to do in the original game, the only thing you have to do, is set the camera on Foxy, close the left door when he moves, and then, just chill and wait untill you hear the oh♥♥♥♥hesoutsidethedoor.wav, then close the door with the animatronic outside of it.

To solve this problem, i would:
1. Make both halls pitch black
2. Remove the sound that indicates that there's an animatronic outside the door, play it only when the lights are on.

Also, i played the map a few days ago, maybe things have changed and i'm not aware of that, please let me know if something has changed and i'm just saying BS. On a final note, the map is very well done, i've put quite some time into it, since the first version with no bots at all till now, and it's getting better and better, keep the good work up!
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Long coop session

Hi there. I played for around 30-40min without the power on with my friend (me keeping an eye on the doors and him checking the cameras), we played like the author of the map wants us to play, we didn't quit the office once (if you don't count going out to turn off the power), when power in the office goes out, i can restart it very quickly with a wired button. For the first 1-2min, almost nothing happened, probably to let the player go back to the office. After that, everyone started moving:

Freddy: first one to attack us, and the most aggresive throughout the game, he often can't be seen anywhere before attacking the office (Probably hiding in the kitchen). If you can't find Freddy anywhere, be on your guard (It doesn't mean he can't attack you from the corner).

Chica: second most agressive animatronic out of the bunch, most common spots for her are the bathroom and the W. hall corner. I had to close the door on her around 3 or 5 times.

Foxy: third most agressive, he's not very active the first 5-10mins, at least for us, my friend checked on him very frequently, maybe that's why. Before rushing us, he will always change his position in pirate cove, rising his robot hand and hook, then charging at the office after 5-15 seconds. I don't know if that's a bug, or we're lucky/unlucky, but he ALWAYS charged the right door. He even charged with chica in the hall, going through her. Foxy ran at us around 4-5 times.

Bonnie: the least active animatronic in the beginning, maybe a coincidance, maybe not. About 20mins in, he only moved between the backstage, closet and W. hall, without a single attempt to kill us. He only became very aggressive towards the end, camping the W. hall corner, and spawning outside of the door around 5 times in quick succession.

Bonnie was the only animatronic that ALMOST succeeded to kill us, catching me off guard.
Chica, Freddy and Bonnie are still making the sound that indicates that they're outside the door, even without door lights, and Foxy gives you a clear warning that he's about to charge.
Apart from removing the sound animatronics make when they spawn outside the door, Foxy should be given a greater random time before he charges, around 30-180 seconds, so he's not that easy to predict.

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http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=320953061
My wire setup.
Last edited by Antik; 4 Oct, 2014 @ 9:32am
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Showing 1-11 of 11 comments
Oyvast 30 Sep, 2014 @ 2:40pm 
I Agree With You
conkcrete eater 30 Sep, 2014 @ 3:14pm 
This would be a nice addition.
Flaps 30 Sep, 2014 @ 5:31pm 
Made a comment about this in suggestions, then saw this. Woops. Anyway, I completely agree, and adding onto it, their eyes shouldn't glow when they're at the door.
Flaps 30 Sep, 2014 @ 5:34pm 
The main problem with making the hallways pitch black is that the cameras for the hallways wouldn't show anything.
Keithy  [developer] 30 Sep, 2014 @ 6:03pm 
This is actually what I wanted to originally do. Didn't think people would like it, but I suppose I was wrong. I can do this instead. My only concern is the fact that people are usually standing close to the moniter and don't focus much on the doors due to the doors being behind them.
Flaps 30 Sep, 2014 @ 6:42pm 
Originally posted by Keithy:
This is actually what I wanted to originally do. Didn't think people would like it, but I suppose I was wrong. I can do this instead. My only concern is the fact that people are usually standing close to the moniter and don't focus much on the doors due to the doors being behind them.
Well, in the game itself, that would get you killed without a doubt if you didn't check the doors. If the timer they have before they kill you was slightly increased, that might be a bit better for it...
Last edited by Flaps; 30 Sep, 2014 @ 6:51pm
Antik 1 Oct, 2014 @ 4:21am 
Hmmmm, i'm using wiremod to control cameras from anywhere, and a small screen that displays RT, the best thing about it is that you can hold it with E. You know what, i will post some screenshots with the setup i use, and maybe a tutorial on how to do it.
Last edited by Antik; 1 Oct, 2014 @ 6:06am
Keithy  [developer] 1 Oct, 2014 @ 11:23am 
Alright, we are going to make it function like I had originally planned. And like Bacon Lad said we are going to increase the time it takes before they kill you.
Antik 1 Oct, 2014 @ 11:43am 
Awsome, like i said, i will update the discussion as time goes on for future suggestions concerning gameplay balance for the map.
Badlybrowned11 1 Oct, 2014 @ 11:55am 
thank u keithy you're a god
Antik 4 Oct, 2014 @ 9:40am 
Is anybody else playing that map with a bud?
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