SOMA
Railroad Horror (WIP)
29 Comments
StarButterflyRules 5 Apr, 2021 @ 6:43am 
totally tubular dude
Clownettles 28 Mar, 2021 @ 2:58pm 
idk why you decided to put the hentai monster here, i am okay with robot head girl
Maelstrom 13 May, 2016 @ 9:48am 
I wish they could do as a dlc, becasue honestly, if such a real base was built in real life, i would probably go live the rest of my life down there lol! theres everything i could ever want as an asperger: isolation, endless robots, tech everywhere, endless robots produced as long as theres ore coming to upsilon and the liberty to do pretty much anything you want, this game is pretty much the only thing i would want to spend the rest of my life in.
Maelstrom 13 May, 2016 @ 9:48am 
well i mean, it really fascinates me how big the shuttle layout of pathos 2 is and would really like to be able to play on a map where you could use the shuttle system like it was supposed to work and just chill out and look at the walls and neons go by... really relaxes my mind after a day of work and really annoys me you could only use it once and not use the shuttle as a viable transportation system... I wish people could make mods to just make the whole pathos 2 establishment explorable (shuttle systems, turbo batteries, upsilon automated production lines, phi/omega space canon, Omega platform) I mean, this is the only game so beautiful i just sit there and look out and would want to be able to explore that whole base :(
KravenArk  [author] 13 May, 2016 @ 9:35am 
@Maelstrom thanks for the input xD
Maelstrom 12 May, 2016 @ 10:46am 
please, if you make a tram network mod for soma, you gotta at least add long, empty tunnels or just recreate the whole network because that would be fun. other than that, if you wanna make another run for your life thing which is personnaly not fun at all then this mod will be meh... just do something fun :)
KravenArk  [author] 6 Jan, 2016 @ 11:08am 
@January6-2016 TY for the comment and input. I'll change the name
BANANMANX47 6 Jan, 2016 @ 10:45am 
Too much text guys!

The easiest way to know if your mod is acceptable for workshop is to ask yourself a simple question:

Will people enjoy playing my mod?


Oh and if you do upload a WIP, make it evident in the title, by adding an Alpha or Beta label like I did with my FUGA mod.
Kamawan 4 Dec, 2015 @ 2:17pm 
Fair play to you. We all have to start somewhere. I started by making map packs for the original Unreal when I was about 16, long long ago in the misty past... Steam's a great platform to get your ideas out there and help you build on constructive criticism.
KravenArk  [author] 29 Nov, 2015 @ 6:32pm 
Thank you for your thoughts :) I am actually adding some more(and totally different) things for the next update. If(which is pretty much a When) I make a new map either for SOMA or something else, I'll post it in the forums first :D
Abion47 29 Nov, 2015 @ 4:22pm 
And that's fair enough as well. I'm just saying that the Steam Workshop is a place for things that are reasonably finished so people can give generalized feedback. The reason why I say something like this is better for the forums is because the Workshop comment section doesn't easily permit in-depth critiques, and people also can approach your project with the understanding that this is a project for ongoing learning and betterment rather than trying to create an actual product.
KravenArk  [author] 29 Nov, 2015 @ 12:53pm 
Thanks for the respone but there's no way I can write an entire essay like you did. I am going to try to fix all the things you've listed. Keep in mind that I am 17...I'm not a college graduate, hell I'm not even a high school graduate yet. I just want to make games. So this is just me showing what I CAN DO NOW and having it to show PROGRESSION. :) I hope you understand
Abion47 29 Nov, 2015 @ 11:27am 
So while I don't agree with @Antaria's wording, he has a point. If you want this kind of feedback, that is what the forum is for. Posting stuff like this on the workshop is only going to attract the kind of criticism that festers negativity, as well as label you as an author that makes low quality unfinished maps.

If you want my advice, making maps like this should be an exercise in impromptu level-designing, and in most cases you probably won't end up publishing them. If you want to make an actual mod, you should flesh out your entire map first with placeholder models and graphics. No fancy textures, no decals, only the bare minimum that is necessary for you to prototype your map. Only when you have a good idea as to how your mod will play out in its entirety should you go through and start detailing things. (4/4)
Abion47 29 Nov, 2015 @ 11:27am 
an obstacle whose difficulty sweeps from torturously brutal to entirely dismissible merely by the fact that I know it's coming. Also, its navigation was incredibly off due to apparently having no navigation nodes as well as having to contend with the janky rails.

Then with this room being the entirety of the map, I understand that this is a WIP, but you really shouldn't be publishing your map onto the workshop when the completion time of your mod is literally about five seconds. The workshop is a place for you to show off your completed work, or for you to receive feedback for polishing reasons, not for publicizing your each and every little thing you make as you make it. Telling people this is a WIP will only allow you so much leeway when they are judging your map's merits, and when your map is in this state, I'm sorry to say that this is not a "Work In Progress" - this is a "Just Barely Started". (3/4)
Abion47 29 Nov, 2015 @ 11:26am 
on the player's side of the wall so that it can be pulled down without risking throwing it down the hall at the slightest provocation. The other one is that the rail tracks look decent for what they are, but having old-style wooden rails in a modern/future subway tunnel looks very out of place. What's more, the collision on the tracks made it very difficult to navigate through and around them. I would suggest lowering them, and using block boxes rather than their meshes for the player to walk on.

I have to say that the monster situation was a mess. When I didn't know it was there, it was absolutely brutal and unforgiving, chasing me into a corner before I really got the chance to assess my situation. On the second try, through, I knew it was there, so getting around it was laughably easy. This is not how the "trial-and-error" approach to problem-solving is supposed to work. I should be presented with an obstacle that I learn about across iteration, not (2/4)
Abion47 29 Nov, 2015 @ 11:26am 
Feedback time

(This feedback is long, so it will come in sections.)

There's something to be said about wanting to receive feedback and constructive criticism while designing your game, but I do have to say this is not the way to go about it. There are some hints in this mod thus far to say that eventually this could be a quality game, but at its current state it's just not ready to be published in much capacity.

The first reaction upon loading the mod was alright. There were some texture issues, but when you're releasing a WIP project there are naturally going to be some issues, especially in the graphical area, and I understand that. That being said, there were some things that just seemed bizarrely present, like how the bloody footprints were hovering several inches off the ground, or how the metal panel sounded like a bottle of pills.

Mechanically, it played alright. One of my two biggest concerns here are that the cover at the beginning should be (1/4)
Abion47 29 Nov, 2015 @ 11:24am 
Third Attempt:

- Ran straight out the spawn area. Didn't bother to rip the cover off, just let my movement tear it off naturally. Realized the cover sounds like a bottle of pills when it collides with something.
- Ran into the main area and straight across to the door. Monster obviously aggroed to all hell, but it sounds like it's caught on something.
- Triggered fade to black, and once again my screen stayed black. Played with the controls and realized that I could still move around, but my screen was just black. Could hear my movements as well as my flashlight turning on and off, but nothing was happening visually.
- Decided to just call it quits.
Abion47 29 Nov, 2015 @ 11:24am 
Second attempt:

- Tried pressing a button to try again, received a "load file was missing or corrupt" error, exited to the main menu to start fresh.
- Proceeded to the main room once more, this time as stealthy as I could manage, and the monster immediately aggroed me again.
- Ran in circles around the monster who appeared to be having movement issues. Almost cornered myself twice in the dead-end side areas, then ran to the door in the back.
- Ran through it, triggered the map change, and my camera flew backward as the screen faded to black.
- Sat in front of a black screen for a while. Assumed the map load bugged out, so I exited to menu once again.
Abion47 29 Nov, 2015 @ 11:23am 
I'm going to first give my unfiltered experience through trying this mod before I go over my actual feedback.

First attempt:

- Odd lighting glitches in my periphery, some objects overlap so there are texture glitches, and the bloody footprint decals appear to be hovering.
- Walked forward, grabbed the cover, and it didn't move.
- Grabbed the cover again and tried to wrench it, and it went flying off forward into the distance. I'm going to guess this wasn't intentional.
- Walked forward some more, and the visual glitchiness effect cued with no apparent cause.
- Entered the main room, a monster walked out from one of the side areas and chased me back to the spawn area.
- Went back into the room where I had to crawl to get out, assuming the monster couldn't follow me and I was safe. The monster then walked through the wall and downed me.
- Respawned exactly where I was, and the monster was still in front of me. I was immediately downed again and killed.
KravenArk  [author] 24 Nov, 2015 @ 1:36pm 
@Antaria, Nice work I'll admit. Could use some work as well but interesting.
Please do not start a fight in the comments of my video, just don't. Private Message if you will, but I prefer to keep things professional on my pieces.
Thank you for understanding:)
StarButterflyRules 24 Nov, 2015 @ 12:55pm 
@xXBitchslayerXx

My work for HPL: http://imgur.com/a/o4PS0

I think I know enough about HPL to give constructive criticism.
KravenArk  [author] 22 Nov, 2015 @ 3:59pm 
@Deegs thanks for the info! I actually did that with the subway train used in my level, the monster kept getting stuck and..well.. What monster is scary if he's stuck behind a pole? So I made the subway station have no collision and put a primitive cube(well, rectangle) underneath it to allow the creep to run smoothly. Please keep up the comments guys :) I love feedback
Deegs 22 Nov, 2015 @ 2:41pm 
@kravenark Antarias problem happened becasause clipping randomly happens on alot of static objects. This has happened to a mulititude of my maps and generaly you just haft to find the object and hide a primitive plane undernearth it. Hope your custome story turns out well!
KravenArk  [author] 22 Nov, 2015 @ 11:29am 
xXBitchslayerXx Thanks :) I appreciate good and bad reviews as long as you give good reasoning. I am looking into fixing all the glitches I can and as for story, I have it sorta covered. I'm still learning the Engine though.
The Main Character 22 Nov, 2015 @ 12:05am 
Don't mind Antaria he's a jackass, because he can't make a custom map himself...he could've just said that, there's a glitch that needs to be fixed...you're on the right track, just find some people that can help you with the story if you can't come up wit anything :D
KravenArk  [author] 21 Nov, 2015 @ 11:25am 
@Antaria I apologize that the map glitched, can you tell me where specifically that was? I am finishing the map as the hole at the end will now lead to a new level. I didn't upload it unfinished for no reason, It is there to build up to the final piece. I would rather players play each level one at a time rather than a full glitchy, broken game that needs work altogether. If players play one level, and they tell me that something is broken, it is a lot easier to fix than having lots of players tell me that lots of things are broken in a much bigger game. This is Alpha 1.01, Alpha 1.01 is coming out very soon, I already have the map laid out. Please give the game a decent chance before complaining that it is unfinished. :) Thank You
StarButterflyRules 21 Nov, 2015 @ 12:37am 
Just because it's a WORK IN PROGRESS doesn't mean you can upload this litearlly unfinished, unplayable piece of junk.

I clip through the trains and you didn't even have the decency to finish one part in the level (that part being the giant, gaping hole in your level where I tricked the monster to fall to his death and then proceded to boost my way up to safety).

You had so much potential, the atmosphere was amazing, especially with the impared foggy vision the play has but no, you release an incomplete map and expect people not to critique it because you can't finish a mod.

1/10
KravenArk  [author] 18 Nov, 2015 @ 1:12pm 
xxBitchslayerXxI hope to do so but creating the story is a bit of a problem :) I am definitely expanding on this and will be uploading more soon.
The Main Character 18 Nov, 2015 @ 8:12am 
please make a good custom campaign please!Because I kinda like custom campaigns a lot since the game is so short...Oh and be creative...words of wisdom xD