Twelve Eve Universe Horror Map Series Presents "Patient X".
This is the Third Chapter in the Series and more to come!
Are you brave enough to face Patient X?
Can you puzzle out the plot of this whole universe?
Select version for changelog:
Changelog
- Removed Linkvertise links.
- Changed to Mediafire direct links instead for player's safety.
- Uploaded to MCPEDL for additional download options.
Still can't say when will Chapter four be available, hopefully I can find someone who can help me in making it.
Again , thanks for the kind comment!
So, how about TEU chapter 4?
So, this map started off incredibly promising and I was amazed at the remarkable genius use of commands and the new soundtrack that contributed to a much more powerful and tense atmosphere, it's improved massively from the previous two games and got me excited to play.
While the soundtrack as I said contributed to the atmosphere, there's one soundtrack that I believe plays after every "chase sequence", it's very repetitive, irritating and distracting rather than helping to increase the fear of the player, or at least for me - eerie at first but much overstays its welcome, maybe try making it a bit shorter?
The use of item frames for key cards is very clever, and the puzzle solutions overall feel much more clear, but there's way too much of looking in every single drawer to find item X (pun not intended) to use on object Y. It makes the map more slow and if you miss something you'll be backtracking a lot. Keeping the pace is very important in horror because if it's too slow, it's boring, and if it's too fast there's no potential for scaring the player. Of course, maybe only I ever had this problem.
The story felt very vague to me and hard to delve into, I understand if that's your goal but I think there's a vague that makes you want to learn more that gives just enough information to understand what's going on, and there's a vague that just leaves you confused in the wrong way. Again, maybe only I had that problem.
From the little story I could comprehend, I picked up a lot of SCP influences, which is fine but some things felt convenient - especially the abilities and attributes of Patient X, come on man, supernatural powers can be cool but they felt convenient because there's no clever explanation that makes sense and brings it all together, but maybe that'll come in another map.
I got the Real Ending first time and I'm sad to say it was predictable. It's just not a satisfying way to end things off because it's been done so many times before and I saw it coming. Maybe the Fake Ending will have something to offer that I'll prefer, I don't know. This map has a few other clichés but they're small, and thus don't have major influence on enjoying it.
The horror aspect in this was a mixed bag, if you will. The atmosphere is maintained incredibly and there's a constant feel of tension that never leaves. Some might argue the idea of hiding in lockers was cliché, but I'm personally a sucker for deadly hide and seek of this kind. I was kind of disappointed with most of the scares though. The tension was absolutely nailed, and the lack of self-defence was scary too but jumpscares just aren't effective anymore.
The chase sequences on the other hand were kept to a small number so they didn't become repetitive, and they were scary at first, but none of them really lasted for long enough to stay scary. Keep in mind the longer the enemy overstays its welcome or appears too much, the more the player will be familiar with it and will thus expect it and the fear is lost. Simultaneously, if it appears too little or stays for too little time, the player will probably be left not fearing it because it never actually bothers them. Some of my favourite horror games like to make enemies have more subtle and brief appearances at first (like appearing from a distance in a dark foggy area doing its own thing taking no place of the player before leaving shortly after) before slowly progressing into more aggressive and longer scenes, like having to navigate from point X to point Y while the enemy wanders the area trying to find the player.
Overall, this map is flawed but still amazing for what it is and I can tell there was a lot of love and effort put into it, so I give both the map itself and its creator a lot of my respect for that.
Best horror map I've ever played, hope my thoughts helped in some way for future projects, and can't wait to see how they turn out either way.