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Your HHN/HOS Ideas


Grime
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The two things i got from the website are this....

I don't know why, but I want to think that there will be a RUN style house.... Gambling your life, and such. Game Show-y kind of thing.

I think our "dealer" would be a dealer of death. I am thinking death personified, like in Harry Potter, the deathly hollows, Death is cunning and tricks people into death. i think the dealer would be like this. Unless its a maniacal person like Two Face, that would be awesome too. Leaving EVERYTHING to chance, and stuff.

Those are just my 2 cents. :)

You kinda beat me too it! I posted in the website thread last night thinking it was spec. To help the mods and further discussion i'm moving the post:

The theme of risk and chance plus the idea of gambling with your life just makes me think of one thing right off the bat and im kinda surprised no one has brought it up yet.

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I would love for a similar theme and style to come back. I never got to experience the original house back in 2001 (the only year i've missed between 2000-2010) but the write up always made it sound so amazing.

Universal Studios Halloween Horror Nights presents the most extreme Haunted maze in its ten-year history. As our Guest Contestant, you will be thrown into an environment that has no rhyme or reason, only the most diabolical combination of unsettling imagery and dark, winding corridors. Your challenge is simple: Get out as quickly as you can. Through chain-link barricades and padded walls, you must make choices to survive. Think you know the way out? Good Luck. Remember to keep moving. Don’t stop, not even to Scream!

OVERALL TECHNICAL APPROACH: Lighting should be designed to create confusion and chaos. Audio is a cacophony of high end disturbing sounds. All of the interior of the Exterior walls for this run will be mirrored to help create visual disorientation and scale

EXTERIOR: - ENTRYWAY

Welcome to the future of entertainment as Game Show meets Gladiator spectacle. The only difference is that there is no score and the prize is that you’ve survived. You ramp upward on wooden scaffolding into the experience, hearing the chaotic sounds of terror filling the air. A crude sign built from the used and abandoned parts of junk spells out the name of this twisted game: RUN. Christmas lights combined with Tivoli chase lights create a weird and surreal advertisement and entry statement.

SCENE: 1 – LET THE GAMES BEGIN

As you enter the dark cave-like structure, you are met with the sight of a rusted metal archway. Lights surround the word “RUN”. As you move underneath the archway, a gaunt GAME SHOW HOST slams a steel door shut behind you triggering a blinding green light. A loud air-horn shrieks the beginning of the game followed by an ominous voice that screams a single command at you. “RUN!!!!!!”

SCENE: 2 - FIRST QUARTER

We move into the darkness of a claustrophobic cave. Our presence triggers sirens and beacon lights. Disoriented by the blinding flash and the shriek of the siren, we struggle forward.

We move cautiously into the disturbing darkness of the hellish environment, not knowing what to expect. Padded pieces of dirty mattress cover the walls.

From unseen openings throughout the space, Maniacal FREAKS hurl themselves towards us.

One of the freaks is chained to the floor. He hurls a piece of broken chain towards our group, smashing into a discarded aluminum barrel.

Another chases us through the twisting space with the remains of a bloody, disemboweled torso.

The exterior walls are lined with mirrors, giving the disorienting illusion of depth. Along the floor, lining our path, are the remains of crushed bones.

SCENE: 3 - THE BASEMENT

We continue forward, ramping down, into the chaos. We move forward into the remains of a rotted wooden porch. Broken latticework surrounds us on each side as we continue downward. Without warning, hideous appendages thrust from underneath the porch, grasping at us.

Moving quickly away from the attack, we come face to face with a GIANT JUNKYARD DOG. The furry beast lunges at us, snarling, chasing us from the room.

SCENE: 4 - DE-COMPOST HEAP

A maniacal GATEKEEPER corrals us into one of two tunnels of chain link. The lights continue to assault

We move further into the madness of the maze and are confronted by the grisly sight of several decomposing bodies wrapped in bloody gauze. Stepping out across grated steel floor, We hear the sound of buzzing flies, as mono-filament creates the illusion of the insects. We smell the sickly sweet stench of rotting flesh. The decomposing bodies ooze a greenish fluid that covers the bandages. The bodies are covered with methycyl creating the tactile illusion of decomposing flesh. Winding through the grisly hanging barriers, the disgusting feel of warm water drips down upon us.

SCENE: 5 - NAILED

We enter a corridor of makeshift wood barricades. 2 x 4 planks are haphazardly placed at odd angles creating weird wood structures above us. More padded pieces of mattress cover the walls.

We hear the sound of a pneumatic nail-gun. We turn the corner and find a rotund CARPENTER. He is nailing boards up, creating a barricade. As we cautiously move past the intimidating woodsman, he turns, pointing his nail gun at us. His face is riddled with nails, the tips protruding from his flesh. He fires. We feel the air of the powerful tool, followed by the feel of something wet on our skin. Did we actually just get nailed? The Rotund madman forces us deeper into the darkness, yelling after us to “keep running!”

SCENE: 6 - BATTER UP!

The intensity builds as we move past a batting cage. A baseball-pitching machine spits out bloodied baseballs, lobbing the hard implements towards us. They come within inches of us, stopped only by the metal of the cage.

SCENE: 7 - TWO CHAINSAWS ARE BETTER THAN ONE

We rush through the twisting cavern, the pathway forcing us from right to left. As we move through the chaotic maze, we find what remains of several bodies. These decapitated torsos fill the ceiling and floors. Bursting from the wall of bloody torsos and intestines is a huge GAMESKEEPER. He triggers a blinding strobe. The muscular monster towers above us brandishing two small chainsaws, one in each hand. He roars at us, swinging wildly as we race forward.

SCENE: 8 – HOME RUN

Hanging panels of fabric obstruct our path. We are forced to move them aside as we come face to face with a panel of fence. Suddenly two mutated FREAKS jumps out, brandishing a baseball bat. He swings wildly, smashing against the chain link. The barrage of violence continues as we rush forward. Turning right we think we find safety only to find a ripped open portion of chain-link fence. One of the Freaks bounds into our space chasing us with his bat.

SCENE: 9 - SHOCK TREATMENT

We move through a confined area of more chain-link fence. To our right, a CRAZY CONTESTANT maniacally runs an electrical cable across the fence, sending a shower of sparks towards us. We cower away from the lunatic when another CRAZY jumps up from the other side. Through a hole in the chain link, he shoves a cable towards us, making contact. The vibrating wand tip simulates the coursing electricity chasing us from the space.

SCENE: 10 - THE RUNWAY

We are forced into a long winding corridor filled with doors of every shape and size. Hanging above us, suspended from the darkness are bloody mannequins. We move through the hallway as freakish MANGLERS, adrenaline-charged game masters attack us at every opportunity. They blast at us with hand held air nozzles. They have the ability to appear behind several different doors on each side, increasing the scare potential.

(NOTE: The back of the actor space is line with mirror to help create disorientation)

SCENE: 11 - GET OUT!

We turn a corner, and see another winding corridor stretching out before us. Above us is a series of red Christmas tree lights that line the upper wall, and cast an eerie glow into the chamber. A fog blast fills the area as we try to make our way through. The walls are covered with wet, latex strips simulating the stripped skins of victims.

As we move through we feel intense heat from an unseen source. Out of nowhere, a large MANIAC jumps towards us. The masked psycho thrusts his bloody chainsaw towards us. The chainsaw is enormous, the blade twice the normal size and covered with chunks of shredded flesh. He chases our group forward and out of the tunnel. As more contestants/victims enter the area, they are wary of the attack, only to be startled as another MANIAC enters to chase them from the opposite side.

We exit the Tunnel, bursting through sheets of wet fabric and torn clothing, surviving the madness, but will we ever be the same?

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Me and a friend of mine have started work on what our own haunt event would be like if we had control of a haunt-event. So far we have almost 3 years worth of houses and scarezones. A few of these may seem familiar as another member, Leonardo IcePick, HHNFan1981 and I are friends and put our heads together to make a 'wouldn't it be nice?' event for shits and giggles to see how many years worth of original(and adaptations) material and so far we are just about 3 years in. For the most part, we have 9 houses for each year. Our event is called Nights of Nightmares. Do not have in depth detailed descriptions of the houses like Dante would have, but the gist of the houses.

NIGHTS OF NIGHTMARES I

ICON: KILLER PAINTER

HOUSES:

1) The house about the people hunting other people for sport. You wander through a jungle setting with hunters shooting and the captives reaching out at you.

2) The Stephen King stories house: Come face to face with horror icons of Stephen King books: It, Cujo, The Shining, Carrie, The Mist, Christine, etc.

3) House based on the computer game ‘Doom’

4) Legend of Sleepy Hallow house.

5) The Bakery: The sweet smell of cookies, cakes, pastries will lure you in, but the bakery holds a dark secret: people are being used as the ingredients, and the workers will stop at nothing to ensure their secret is kept hidden.

6) House about the burned-down wedding chapel: The jealous lover of a bride ruined her big day by burning down the chapel she was getting married in. Now the spirits of the victims haunt the chapel.

7) Slime Mines: Investigate the disappearance of a crew in a mine shaft and discover that a living gooey substance has held them there for many years, and has been getting bigger as it fed on the crew and is hungry. Think the Blob in an underground mine shaft.

8) ICON HOUSE: Enter the world of the Killer Painter. The colors and art design are key in this house.

SCARE ZONES:

1) Like a Ripley’s Freak Museum out of hell.

2) Vampire Biker Gang

3) Believil – Folklore characters: Santa, Easter Bunny, Leprechauns, Tooth Fairy, etc run rampant.

4) Loosely based on The Crazies, rednecks have gone berserk after their water has been tainted.

5 In this forbidden garden, mutant botany lives.

6 The Dead Presidents: In this zombie scarezone, our forefathers have returned from the grave to feast on those who have been pissing on them since their deaths.

NIGHTS OF NIGHTMARES II

ICON: VOODOO MASTER

HOUSES:

1 ICON HOUSE: Travel through the Louisiana bayou where you are stalked by humanoid cryptids in the murky swampy area as well as the Voodoo Doctor’s hut.

2 SALEM WITCH HOUSE: Be stalked by the Salem witches who have been massacred as well as their accusers.

3 AMITYVILLE HORROR: Witness the hell house of Amityville with the trademark eye windows and glowing floating pig in the window.

4 ALIVE?: Loosely based on the film and true story, a plane crash in the cold mountains leads to cannibalism. Queue line idea: journal entries of one of the “survivors” as he/she speaks about the other crash victims and their hint of cannibalism, also news reels of the people being missing.

5 Time Travel based house: Come face to face with horrors of the past including the prehistoric/cavemen era, the roman/ancient era, dark ages, etc.

6 A maze of a parking garage: strange creatures are lurking in a mall parking garage.

7 Toon Town: The set, atmosphere and everything is cartoonish, the scareactors are dressed as lovable cartoon characters, but with only one difference: they are evil and unlike cartoons, death can happen.

8 Meals on Wheels: 1930-31 Prohibition-Depression era America, gangsters are runnin’ rampant and finding out another way to exploit the citizens of the country: taking the blood of their victims and making everyone else drink it.

9 Gabriel Knight: House based on the computer game.

SCAREZONE

1) Black Eyed Kids Neighborhood: Creepy-alien/demonic black eyed kids stalk guests.

2) Cowboys vs. Vampires: Be careful when you wander into this zone. There is a war going between Cowboys and Vampires, and you certainly don’t want to get into the crossfires of either.

3) The Dark Ages: The Dark Ages were not a fun time to live. This scarezone will not be a fun one to walk through. The living humans were tortured to death and pitted against each other in battles to the death and the tormenters are looking for more recruits.

4) Trainwreck: What happened on the train track stays on the train track, but as you walk through this zone you’ll see that it wasn’t usual error.

5) The Gateway: Souls wishing to enter the pearly gates are being blocked by jealous condemned and demonic souls.

6) The Cornfield: These scarecrows aren’t going to be singing about wanting brains, they are a demented cult that doesn’t take kindly to trespassers. They are looking for their next sacrifice.

NIGHTS OF NIGHTMARES III

ICON: DAUGHTER OF SATAN

This is the first event to have the most scarezones: 8, each represent the rings of hell as defined by Dante in the Divine Comedy.

SCAREZONES:

1 The First Circle: These souls/demons lay in Limbo, ghostly and unable to live in Heaven for not accepting God. They are bitter for this. Be spooked by the guardians of the first circle.

2 The 2nd Circle: This zone is for those possessed by Lust: Can you control your lustful desires as you look at these beauties? Try not to stare, because they show their true colors. This zone is lurking of guardians of the 2nd circle.

3 The 3rd Circle: Come face to face with Cerberus who guards the Gluttons, icy rain falls from the sky and the self-indulgers walk about.

4 The 4th Circle: The Greedy are condemned to this circle, come face to face with its guardians.

5 The 5th Circle: Those who were overcome with anger in their living life are condemned here. More guardians of this circle are about.

6 The 6th Circle: The Heretics of the 6th Circle have escaped their flaming tombs and are running about as well as the guardians.

7 The 7th Circle: Perhaps one of the biggest scarezone areas this year, the 7th Circle houses the violent, including those who committed suicide who have been turned into trees, guardians walk about as well.

8 The 8th and 9th Circle: Another one of the big zones, this one houses the frauds and those who committed treachery. This zone houses our icon and its guardians.

HOUSES

1 Bermuda Triangle: There is much mystery surrounding the legend of the Bermuda Triangle. Find out what really happened with the strange disappearances.

2 Hospital of the Damned: A town has succumbed to a flesh eating virus and is taking up medical residence in this hospital.

3 Montezuma’s Revenge: This Aztec ruins house where every corner you turn brings you face to face with your fate.

4 Body Snatchers: Based loosely on the novel and film franchise, Body snatchers takes place in a secret U.S. holding base for extra terrestrial activity. The aliens have invaded the base to free their species and wreck havoc on their captives, taking over the bodies of the base’s officials. Now it’s up to the guests to figure out who is the alien and who is the human.

5 Splatterhouse: The traditional video game-based house as returned to the event, this time, you are entering the world of Splatterhouse. The general set and concept is taken from the first game: being walled up in West Mansion and stalked by the demonic creatures that haunt there as a result of a mad scientist’s experiments, but the house includes nods to the franchise as a whole.

6 Landfill Maze: Imagine a world where in order to control the population only the rich, powerful and beautiful are allowed to live. Everyone else is killed and dumped in a landfill. The people who do the bidding and work in the landfill are loose. This house includes guest close encounters with bulldozer, crane and dump truck replicas.

the last 3 houses for NON III are yet to come.

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