Jump to content
Search In
  • More options...
Find results that contain...
Find results in...
dybbuk81

Visions of the Otherworldly (Plot)

Recommended Posts

I had a story idea some years ago I brought back and started outlining but realized with how long it is outlining is all I need. The first chapter was filled in but it can be completely condensed. I had one level for it but don't even want to show that because I converted it to a different format for cameras and now the doors don't work. I'd fix it but I'm tired tonight and there are so many doors lol

I just need to know if this would make a good mod someday. I would need a game dev team or a doom mod team and could provide music much like http://noisebox1.bandcamp.com


I will comment the story in the first comment and must warn you it is still long though most is just an outline. Honest criticism or praise please!

Share this post


Link to post
Quote

INTRODUCTION (CUTSCENE, GUIDED MOVEMENT, DEEP VOICE NARRATION, OR JUST TEXT)

You wake up surrounded by distant gunshots in a forest, next to a smoldering campfire

and a large pile of bones. In front of you in a haze you make out the blurry outline of the house.

As a brick lands near you, you quickly jump up and begin a sluggish run to the back porch

and enter, closing off the outside behind you. Cupboards are open, the fridge has been raided,

and there is a TV blaring static in the front room. You find letter on the table from your

daughter Audrey whom you don't remember, a vest coat with the last name Ernesh you're not sure

is you, and a backpack of supplies to help you in a home you've never seen before. You try to

remember your own identity and fail. You cannot put on the vest due to wearing some sort of

space/radiation suit probably for a good reason. The letter tells tales of an overnight invasion

on the news with one ringleader nicknamed loki after a mythological trickster god that has before

been predicted by your underground team ULTRA you had started years ago, complex structures have

been erected overnight by said aliens and alien spirits, terraforming of various plant life has

already taken life on this planet in this area, and your family is locked away in the

bomb shelter underneath the ground next to the entry of the cornfield maze in your front yard.

The source of the invasion has been pinned to the other side of the island you've always gone

to, which of course, you do not remember. Before even gathering your thoughts a brick flies through the

window as some sort of entranced human or guard starts to climb through. You grab your belongings

and run upstairs in search of any type of weapon and luckily stumble across a shotgun and shells

in the bedroom. You peek around the corner and shoot him right between the eyes as he was coming

up the stairs. You look out the window where he came to see a few more coming toward the house

with guns and kill them both. You need to get to the dock so you can cross to the island. There

are several of these guys across the street that look like their lives have been sucked out

of them and their eyes pitch black. You cock your shotgun with a handful of shells

and run outside...

 

CHAPTER 1: INVADING EARTH

LEVEL 1: HOMEFIELDS SETUP IDEAS

 

POST-LEVEL 1 CUTSCENE OR DEEP VOICE NARRATION (OR JUST TEXT)

On your boatride to the island you open up the backpack to see what is inside of it. There appears

to be a logbook, handwritten with diagrams, and a book of handdrawn maps of a place called Triax.

The island is coming into focus and appears to have piles of bones again here and there for some

reason. Large piles. Your eye even happens to catch what appears to be a wavy smoke cloud, that seems

to give existance now to a creature not of this planet. You start to hear loud static coming from

your backpack. You find a two-way long distance radio and flipping a switch and start to hear a voice

"...have touched down again and more hordes are coming. You need to destroy that skullpiece at the

end of the island. It's the source of..." it cuts out. "Do you copy?" you press the only button on the

device to respond "Yes I copy. what are your coordinates" but there is no response. You tried. It's

going to be hard to stop whatever is happening when you've no clue and no one is talking to you. You

haven't seen a human yet that wasn't entranced under some sort of spell. The boat brushes against land

and you hop out, firing shots at the creature nearing you until it drops. With the way everything seems

to be set up, the only way out is through a large opening that appears to lead to a cave. You look

through the bag with fingers crossed in hopes for a flashlight and luck has it there is one. You

move inside...

 

LEVEL 2: THE HOLLOW GROUNDS SETUP IDEAS (Brianna's Kangaroo/ostrich sketch idea--you ride this thing for next two-three levels)

 

POST-LEVEL 2 CUTSCENE OR NARRATION (TEXT)

You exit the caverns through the other side and stand in front of a long field of absolutely nothing.

You find a spot next to two enormous trees one wouldn't think possible and begin to look at the map

book again. Triax has to be a planet, probably the source of this invasion. It is made up of one

single continent by the same name and several small areas. It's size is estimated to be one third

of the size of earth with a mountain three times the size of everest. There are many races of creatures

here, probably mostly coming to Earth in this time of complete vulnerability. Sounds come at you from

all around as you quickly stuff everything back inside the bag. More hordes have spawned all across various

piles of bones all around you. You see a road far away leading into hundreds of gigantic trees and darkness

and a green glow to it. Radiation? Cocking the shotgun, you proceed with both fear and rage....

 

(Halfway through this level you run into good and bad vicious indians that have taken back over several areas out of future reservations, some tell quotes dealing with war and evil. They should make sense in this part of the game AND fortell the twist at the same time) The blast that hit earth several years ago and created several Islands of America caused survivors to flee to Europe to avoid any type of possible radiation, and a lot of the land was unlivable at the time.

 

LEVEL 3: FOREST OF DECAY SETUP IDEAS (Brianna's Amphibian/Pigdog sketch idea)

 

POST-LEVEL 3 CUTSCENE OR NARRATION/TEXT (FIRST SKELEPORT)

As you exit the forest you find yourself nearing more giant landlife that appears to be poison mushrooms.

You see a structure but no way in, just platforms above out of reach by any means you see. A pile of bones

lays next to you. Perhaps this has been placed here for a reason. You hesitate. Thinking solely of unknown

probabilities, you finally decide to step over it, finding yourself in a tunnel of ghostly smoke and finally

arrive above the platform on a different pile of bones. What the hell was that? You look around for any

complications ahead and look again through the logbook to find that these are called Skeleports. They are

used all over Triax as a form of transportation from point A to point B. They are harmless, and controlled

by the spirits of sage. Clueless, you read further. In front of you is green slime slowly easing its way

towards you, spotted as you shake a bit and slowly put the book back in the bag. You slowly move the shotgun

towards this giant slug and shoot. Its various parts now slither away from the wound and you notice these are

everywhere, even dropping from the giant fungus. It's time to be well aware, as they could drop at any moment...

 

LEVEL 4: THE FUNGUS FIELDS SETUP IDEAS

 

POST-LEVEL 4 CUTSCENE OR NARRATION/TEXT -- ENTERING THE SKULL KEEP

ULTRA decides to transmit voice again. You reach for the radio and hear wind and talking. "...away ship will be

landing in 5 minutes at the edge of the island with the proper setup to get you to Triax. We're still at Neptune base.

Over" You decide not to even try to communicate. You're almost completely alone. Mute at least. Something has broken

this radio overnight like a fall or something. It does have it's cracks though those could have been from before.

In front of you is a massive stone structure made up of bizarre pillars and a central area you cannot really see that

well for all the stone. You can make out its domed peak and a beam of light shooting up every now and then, with sounds

justafter. There are skulls all around in the design. This must be it, the Skull Keep. Time to find that special skull you

read about in Audrey's letter.

 

LEVEL 5: THE SKULL KEEP SETUP IDEAS

 

POST-LEVEL 5 CUTSCENE OR NARRATION/TEXT

Everything bad is dissipating and structures are falling down. It seems the presence of these creatures was helping somehow

to hold everything up. The ship is waiting. You climb inside and strap yourself in. Your bag is strapped with you and no one

is aboard this ship but you. Looking around you find out how to close the door but not how to stop the ship. Maybe it's in the

logbook. Flipping through you see nothing, Then a shield comes slowly down to cover your face and your arms are strapped in. "Ok

then..." The front visor covers and you feel yourself falling asleep quickly. You try to fight it, but you are out cold. You

wake up in a giant oceanic substance that is more like jello. You've landed on a weird deep blue planet with a deep blue milky

sky. You step out since everything has already unshielded you and try to place your foot down on the ocean, holding on to

everything the ship has to offer. It's stable. You step out on both feet and start to walk towards land with your backpack

and weaponry. You see nothing in sight but a tall red mountain in the distance and no inhabitants yet. You step foot on the land

and it's like crystallized shards of jewels. The ground has dark blue grass up ahead, and a nice downtown area with what appear to

be various human-like creatures far in the distance not really acknowledging you are here or caring if so. Just your typical

alien town happenings. You notice your head's a little heavier. You pull off a blue helmet that was placed over your own helmet.

It has a switch. The inside has etchings that say "Universal Transl-" with letters scraped off. You flip it, nothing. It's beat up

to all hell and doesn't look like something that would work any time soon. You place it back on and look around and try to listen.

Maybe you're just not close enough yet or it's broken. The loud speech over what sounds like megaphones seems faint and incoherent.

As you approach the town obviously drawing attention to yourself with nothing bad happening you start to make everything out. "Must

be working!"

 

CHAPTER 2: SHORES OF TRIAX

LEVEL 6: THE CRYSTAL COVE SETUP IDEAS

(you can't access the town for a large gate. around are several coves of blue crystalized sand. maybe you need to find something

to get in)

 

POST-LEVEL 6 CUTSCENE OR NARRATION/TEXT

(...)Describe whole town/parks/alien hippies and junkies

 

LEVEL 7: DOWNTOWN TRIAX (ALIEN FOREST AREA PAST PARK)

(goal: make currency, buy weapons, there's even an alien casino with made up new styles of games to play for said currency)

 

POST-LEVEL 7 CUTSCENE OR NARRATION/TEXT

Ahead as the town dissipates into alien shrubbery and trees, a prison looking establishment nears. It's so vast and has so many

openings you decide to grab your largest weapon and tiptoe around the corners inside. As you obviously set off an internal

silent alarm or were spotted somewhere on a security device footsteps are heard all around. You see aliens and some humans behind

bars and a sign you can clearly make out to mean execution chambers far ahead. I wonder if anyone is about to get it...

 

LEVEL 8: THE CITY OF NEXUS

(a vast city, much larger than graph paper can handle. Try like 9 pages or maybe even 12/16 even more if possible) weird colors

or possibly mostly blue too.

 

LEVEL 9: WITHIN CITY LIMITS

(the city has another layer inside its thick building walls and spectre floors with a giant maze-type setup, or just long

tunnels of entry and unmarked floors to the underground area of the city past the urban ruins aka ghetto) gangster aliens outside?

 

LEVEL 10: THE COVEN OF THE BEAST

(no name given, refers to it as basically a beast)

 

CHAPTER 3: UNDERGROUND WIDOW VALLEYS

LEVEL 11: THE COIL

(several new alien insect species introduced, as you make your way out of the coil that gets bigger towards the top and inserts you into a lower portion of Mt Macabre)

 

LEVEL 12: VENOM VALLEYS

(Purple glowing venom rivers creeks lakes, dark settings and soil/metal architecture within as you near the Arachnecomplex)

 

LEVEL 13: ARACHNECOMPLEX

(Eight “leg” entrance hallways and one huge central cerebrum complex leading down to “The Breeding Grounds”)

 

LEVEL 14: BREEDING GROUNDS

(several spiders being birthed out of pods, large jars of human brains all around)

 

LEVEL 15: THE NEST

(the mother spider’s nest area, after long areas of spawn pods. You will see large jars full of human brains as the spiders want to use Earth’s vulnerability to use our brains to give themselves more power, actual intelligence and more traits humans have that they do not, such as good emotion, not just reaction, mechanical thoughts, and the instinct to kill targets. They have not been programmed to do this, but they have already outgrown their own programming with minds of their own almost. Maybe it’s a glitch that they have this need and desire) After slain, there should be some sort of quote perhaps hinting at the twist while at the same time keeping it unrevealed and having to do with the spiders

 

CHAPTER 4: PARADOX PLATEAUS

LEVEL 16: CLIFFHANGER

(As you find light through part of a crack in the wall near “The Nest” you find you need to climb a large ladder/broken ladder maze, possibly an homage to donkey kong or something of its own uniqueness without ladders maybe) – You are halfway there! You just need to go up this mountain and see if this huge palace in the sky ahead is inhabitable. With nothing around you look in the logbook again to discover the spirits that probably control these teleports are known as Sages. It would make sense because they are helping Loki regain a community on Earth right? It would only make sense. The only thing you don't understand is why if they are spirits and souls they would help you and not steer you off your path. Also, they know all languages and have telepathic abilities)

 

LEVEL 17: SPIRIT VALLEY

(Spirits of a fallen empire slain by Loki once reigned by Klai, the original leader of Triax)

 

LEVEL 18: FALLEN EMPIRE OF KLAI

(Tells the story of Nawaazish and Tyran, the two sons of Klai. They are both taking advantage of Earth’s vulnerability and have fought each other as complete opposites since birth. With their father passing a while back, they’ve duked it out over reign of his fallen empire, to rebuild, and overtake Triax once more. Tyran wants world domination through sinister means while Nawaazish simply wants a Utopia without weaponry. Both will fail, so both are dangerous. Now with Earth vulnerable overnight and Loki nowhere to be seen, their eyes are set on this new world.)

LEVEL 19: SKELETEMPLE (NAWAAZISH)
After slaying a seemingly innocent alien who though wants to take over Earth’s vulnerability also wants to create a mass utopia for us. Was he just a good alien? Why was he against you though as an Earthling? You begin to wonder if you’re on the right team. Sage isn’t evil, they are just angry at what we did. Perhaps you’re the bad guy after all. Though with this being said, Tyran is up next somewhere, and he actually IS evil. The level is a skeletal structure, like a temple of course. The lands around are full of good symbols, the sun, happiness, life, though Nawaazish and his followers are manic and psychotic with their smiles at times. They don’t have arms but do have magical powers.


LEVEL 20: SEIZMIC RUINS (TYRAN)
This is the darker side, the moon, anger, bad symbols, death, evil symbols, and lots of punishment. Tyran is at the end in his own crumbling temple from all of the weight and war. It’s almost a fallen temple in a sense of the temple itself could go at any moment. After you defeat him, it does. NASA learns of Ultra, and also learns of your conquest and the reasoning behind the invasion to an extent. They have sent a ship to Triax to take out the palace with Loki in it, but you’re certain he will simply jump through the cube and it will be a lost cause. At least his realm will be destroyed, but he will be free to make more. You have to get to Loki before they do and kill him yourself and possibly even jump on the cube to Earth. ULTRA channels in. “Loki is around. We chipped him last night unknowingly and it is a little off at times but you’re on the right path. We can’t get a Z axis but he’s on Mt Macabre. Go there, enter his palace and get him!!!” You load up your rocket launcher and move forward to Mt Macabre.

 

CHAPTER 5: MT MACABRE

LEVEL 21: FRIGHT

(Basically a red scary epilepsy-inducing flashing textures level where light goes on and off in several sectors at different times while moving textures of scary faces animates when they are lit. this is just the beginning and maybe somewhere later)

 

LEVEL 22: LAKE OF BLOOD
(Here you learn of the mountain’s blood rain. An entire civilization was slain by Loki here, and it’s so close to the low atmosphere that it reciprocates rain with a lot of blood content still, to the point where the rain is red)
 

LEVEL 23: CROSSOVER COMPLEX
This level is the same four structures with differing parts. You use skeleports to access different ones in different places. It’s a simple puzzle with a lot of ghosts and enemies
 

LEVEL 24: BLOODSTORM
 

LEVEL 25: FIRE TOWER
This tower leads to the opening to the palace. It’s full of spirits and fire creatures, as well as burning spirits

 

CHAPTER 6: PALACE IN THE SKY

LEVEL 26: CHAOSPECTRUM

(Red through Purple, A-D, 24 tiny sublevels/puzzles to unlock a bigger puzzle to the palace gates)

At the end you shout “I'm going to defeat Triax AND what's left in the Lokust Nebula!!!” or something to that effect. But then...

LEVEL 27: REALITY GLITCH

(Before entering the janky door that won’t open, your only option is a skeleport. Several recognizable portions of past levels with skeleports are rearranged to link to each other in a large maze of you trying to find a way to open the palace gate, or in the end, come out on the other side of the gate itself. It seems the spirits have grown wise and won't let you in and want you as far back as possible. You get knocked far back with the wrong combos but a strange combination will get you to the palace gate. There are old enemies in places of course. I'm not sure if they should respawn or not. Might take too much health.)

 

LEVEL 28: AERIAL FORTRESS

(Kind of a review level, all the enemies from Triax and possibly earth invaders and new inhabitants from before, flooding down several large flights of stairs up to the peak floor. Maybe over 20 flights)

 

LEVEL 29: PEAK FLOOR

(At end, see another with george’s vest and a few space/rad suits nearby before the cutscene or narration where you make the leap through as NASA’s nuke is now coming at the palace as you see out the windows)

 

LEVEL 30: THE CUBE

(Large bones wrapped in decaying intestines, The main skeleport launcher. This machine is made up of spirits as well, and the dial that was set for the Earth invasion is actually stuck between that and your back yard. A banner reads “Warning: May cause mental damage to certain species at random times” As NASA comes in sight out in the sky, and as a nuke is fired, you have no choice but to try to move the dial, which won’t budge, and just jump through it to see where it picks)

 

THE TWIST
As you go through the cube and end up in the backyard again a sequence happens: The helmet first, the sayings after the bosses, the fact you're not sure if you're the good guy or not, the chip in loki being delayed but he's nearby on the X/Y axis, the dial being in your back yard, and the banner that says the cube causes damage.

Your memory starts to come back and at first you are confused but then you get it. You are loki. You even take your armor off to see the white rubbery skin. Now living as a victim to your own doom, you grow a conscience no being ever though you would and decide to undo what you've done, before it's too late. The rest is action (and exploration in places)

 

CHAPTER 7: ESCAPE FROM TRIAX

LEVEL 31: MACABRE ERUPTS

 

LEVEL 32: PARADOX PLATEAUS, REVISITED

 

LEVEL 33: THE UNDERGROUND VALLEYS, REVISITED

 

LEVEL 34: MT MACABRE, REVISITED

 

LEVEL 35: CITY OF NEXUS, REVISITED

 

CHAPTER 8: GRIM SIDE OF THE MOON

LEVEL 36:

 

LEVEL 37:

 

LEVEL 38:

 

LEVEL 39:

 

LEVEL 40:
The boss in son of zephyr that tells you about how planet sage is alive with spirits and they every so often open its core to reveal a time tunnel into before it was destroyed. Zephyr bred with a Zob from planet Hadus, with the same sun as Sage, and got away as the planet died out, the sun's burn caused his head to melt backwards as he got away in his ship from Hadus. Some zobs lived, they don't need certain gasses or gas combinations to stay alive like Oxygen, etc.

 

CHAPTER 9: SATELLITES OF NEPTUNE
You haven't heard from ULTRA except for maybe a blast before they cut off, maybe right before you jump through the cube. So you go to neptune to investigate and find the entire base had been destroyed by NASA, or possibly Triaxians, who knows. Regardless you have to try to fix it by forming the tower for communication, possibly with Earth. Even when everything is fixed, Earth still never responds, so it's time to go there.

LEVEL 41: Neptune, ULTRA Base

 

LEVEL 42: Triton

 

LEVEL 43: Niaad

 

LEVEL 44: Nereid

 

LEVEL 45: Neptune, ULTRA Base

 

CHAPTER 10: EXTINCT EARTH
Earth is doomed and dead. Something hit it, possibly a counterattack from Triaxians. The purpose of this chapter now is to find a more powerful shuttle in Antarctica to the Lokust Nebula and try to enter that cube.

LEVEL 46: NY RUINS

 

LEVEL 47: DC RELICS
All levels are explorative – no enemies, desolate, until 48-49 and 50 have zobs

 

LEVEL 48: INVASION OF THE ZOBS

 

LEVEL 49: FLIGHT 107 (you have to fly a plane at the end to antarctica yourself. You don't actually play this part it just tells about it)

 

LEVEL 50: Antarctic Stronghold
You board the shuttle, open the gate via the shuttle, and go to sleep

 

CHAPTER 11: THE LOKUST NEBULA
At the end you fight Zephyr, then he realizes your goal is to undo what you did. Being a Sage, he allows you to proceed to Sage into the core and even tells you when the time comes

LEVEL 51: Valhaden Sands
You see a city ahead. The plants are moving and attacking, but no other enemies. It'll be a far trip but that's all you have to do.

 

LEVEL 52: Valhaden City
You can't find Zephyr, you're obviously on the wrong planet. Everything is vacant but seemingly disgruntled plantlife.

 

LEVEL 53: Planet of the Zobs (Hadus)

 

LEVEL 54: Stronghold of Zephyr (you really have no choice as walls form around you forcing you to enter Zephyr's stronghold where he sits at the end to kill you off and finally destroy the Loki he hates)

 

LEVEL 55: Moon of Sage

 

CHAPTER 12: SAGE IS AWAKENED

LEVEL 56: Angel Islands

 

LEVEL 57: Biotechnia

 

LEVEL 58: Metallic Oceans

 

LEVEL 59: Platinum City

 

LEVEL 60: The tower
Basically in the end, you see yourself about to fire that caused Earth to backfire and everything to happen as it did to begin with. being the bad guy and causing all three worlds to destroy, you find yourself in the past before you fired that initial nuke to Earth. Instead of banishing yourself to a dead planet with nothing or anything else you guarantee you'll find a way, and at the last minute slay your past self and cease to be, becoming the only Sage spirit, as the rest of the planet stays prosperous, and relives as the most intelligent beings on the planet. I also have a full sequel idea where in the end Sage and Earth share resources and they come to help us learn things to better our own planet. That is of course after Loki's ghost energy inpregnates four women and starts the apocalypse before the new beginning. Maybe this wont be a game idea or anything. The first is enough, but I do have a sequel, this time with HAVOC starting with just a kid having nightmares about another planet all his childhood and grows to form ANOTHER group parted from NASA to become “Hadus and Valhaden Observation/Obliviation Center”

The end of this first and possibly only story will show all three planets prosperous, and a new baby sage being born. 


 

 

Edited by Lokust Sun

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×