I absolutely love every one of the "Me and my discord made more concepts for (insert game here)" videos. just makes my day everytime i get one in my recommended section
@Edu444445 ай бұрын
I like when they are about new rainworld regions
@probablyjaden4 ай бұрын
@@Edu44444 WE GOT A RAINWORLD FAN IN HERE LETS GO
@shilohmagic71734 ай бұрын
@@probablyjaden I love Mr. Rainworld
@spidey55584 ай бұрын
I want one for Brutal Orchestra.
@hjonesjr53162 ай бұрын
can u send me some of these pls
@aesiro135 ай бұрын
I like the idea that if an employee is lost in the concrete city and they encounter a smaller bright-eyed, they'll take the employee's hand and guide them back to the entrance, with even the aggressive bright-eyed just observing from a distance.
@Block8k5 ай бұрын
This is a good idea
@vipertoxic85935 ай бұрын
Mate thats an amazing idea ! But it should be a bit rare maybe a trade for a toy or something like that ?
@Dual-Dice5 ай бұрын
AWWWWWWWWWWWW THAT'S SO CUTE
@cursedhawkins13055 ай бұрын
I feel like that should come with a risk, because if the bright eyes are meant to be former humans and the younger ones representing children then as it goes in the animal kingdom, where you see one child, mama isn't that far behind.
@vipertoxic85935 ай бұрын
@@cursedhawkins1305 i realy like the idea
@henrysheridan95715 ай бұрын
Something I’d like to add to the Critic 1: it does not have a set timer on when it changes the mask, ie they could change within a 5 second period 2: actively attacking a critic that is happy and attacking you will have it drop some loot, some random loot, never anything good, but a tip for such a preformence 3: a critic will purposely interrupt preformers disrupting the work, mocking them, with their laughter, before jauntily skipping away having the masks start to wander around without a preformence to watch as they were interrupted by the critics erratic behavior
@tvhead24265 ай бұрын
And some masks (like 1/4 of them) might attack the critic
@_aWiseMan4 ай бұрын
The idea of the critic actively critiquing the performer is actually really cool
@miguelferrari7610Ай бұрын
Btw, does anyone hace the link to the version of "its just a burning memory" being used?
@DerpGodree10 күн бұрын
@@miguelferrari7610 its not "its just a burning memory" it's "and heart breaks" from the same artist
@indigo81305 ай бұрын
All I want from lethal company is a megaphone that crewmates just cream into loudly from across the map
@leobankowski76825 ай бұрын
@alexyunikki44765 ай бұрын
?
@A.L-ignorethispart5 ай бұрын
goon company
@a_chaotic_child5 ай бұрын
@@leobankowski7682They mean scream
@Apairofheadphones1235 ай бұрын
Ayo?
@hypedthief17115 ай бұрын
The image of a Bracken wrestling a muckodile in the sewers is incredible appealing to me, kinda like Arthur Morgan knife fighting gator he found in the swamp
@hypedthief17115 ай бұрын
Just an absolutely huge plant man fighting a trash covered crocodile in a filthy sewer system is so funny to me
@tvhead24265 ай бұрын
Imagine if you gave a Bracken a knife and got in to a fight with a muckodile it would reference that scene.
@tvhead24265 ай бұрын
Or a Bracken can pick up a knife
@briishcabbage5685 ай бұрын
Man i really hope a mod is made to replace Old Birds with Clockwork Angels. Don't even need to change the name, just noises, models, and textures.
@atomicbread5 ай бұрын
I love your idea of ACTUAL horror. I would genuinely love to play with these maps. Great job with the descriptions.
@JessieTheNobody5 ай бұрын
I must say the interior concepts were really unique and I love the heavy focus on unique monsters themed around where they are. The Gallery is my favourite because of how intertwinned it felt. I'm quite surprised I haven't seen anyone turn your concepts into mods yet.
@cogs_and_gears5 ай бұрын
The camera is a mod and I think other items are also mods
@isaiahmiranda76095 ай бұрын
One reason that I also love the concept for the gallery is that it feels like (whether this was intentional or not) it's harkening back to another one of Zeeker's games: The Upturned. Specifically, it feels very reminiscent of the museum floor.
@isaiahmiranda76095 ай бұрын
One reason that I also love the concept for the gallery is that it feels like (whether this was intentional or not) it's harkening back to another one of Zeeker's games: The Upturned. Specifically, it feels very reminiscent of the museum floor.
@Sma11_sauss3 ай бұрын
I'm learning modding just so I can create a series of mods both inspired by these videos but also just better vanilla+ style mods that are high quality since I have a background in textures and map design.
@seaseaseaseaseaseaseasea5 ай бұрын
The Bright Eyes are easily my favorite concept here. They might be difficult to implement, but the concept for them being the singular entity in the concrete city with most of them sitting in corners, playing with mementos from a past life is great
@vibevizier65125 ай бұрын
While I'm usually pretty critical of these designs for not being goofy/weird enough to fit in with the rest of Lethal Company... But the Gallery is AMAZING. I could legitimately see all of those designs in the game, it's so creative!
@Siamesetiger1785 ай бұрын
With the Brighteyes, it'd be cool if you could calm down the hostile ones by giving them a toy. Maybe the toy would have to match the Brighteyes, like a round one might want a soccer ball, etc.
@familienevensen31662 ай бұрын
well we just got one as scrap
@woomybeeb5 ай бұрын
Honored to have made the cut, thank you so much for having me! Excited to see what everyone else drew for all these Little Guys(TM) you came up with :>
@jericho56195 ай бұрын
Maybe it's because I've played Lethal Company a bit too much, but I don't really find myself getting all that scared with the game anymore. These ideas however, are terrifying. And I love them all. I have thalassophobia so the sewers are literally a nightmare made real for me. Anyways, great video!
@RoryCU_5 ай бұрын
Honestly, these ideas are so good they should just be in a standalone game rather than an addition to Lethal Company, especially The Gallery and its entities.
@captainkawaii6665 ай бұрын
Yeah that's what I was thinking!
@tvhead24265 ай бұрын
Lethal Company 2 the quest for more money
@agd30785 ай бұрын
This series is bloody excellent. A couple of things I think would be super neat for the Gallery (text wall inbound, you've been warned): 1) Performer + masks changes: The masks watching the Performer will exclusively attack the player(s) that interrupted the performance at first, ignoring any unoffending bystanders or even shoving past them harmlessly to get at the interruptor(s); at this stage, if all of the interruptor(s) are killed or leave the facility, the Performer will resume performing again after only a short delay. However, should any unoffending player attempt to defend the targeted player(s) by attacking the masks or even the Performer, the masks will become hostile to all players and will act as described in the video, seeking out all living players within the facility until the Performer begins performing again. It becomes a sort of cost-benefit scenario: the interrupting players would have to flee the facility or survive until the Performer resumes performing, but unoffending players would be able to loot as normal without needing to worry about noise or flashlight use near the Performer during that time. On the other hand, if the exit is too far away, unoffending players can still attempt to protect their friends, at greater risk to themselves. Also, perhaps the Performer might be interested in a slightly different performance, for the right incentive? Drop a flashlight close enough to it while it's performing, and it may choose to subsume the flashlight along with one of the enthralled masks, regurgitating a Mask scrap item for the players to loot and making the area slightly easier to pass through safely. Pro Flashlights have better odds. However, it will not take the deal if there is only one mask remaining in its audience, and it will release all subsumed masks if interrupted afterwards- only this time, released masks will continue hunting for an additional five seconds after the Performer begins performing again, and the Performer will not subsume them a second time. 2) A gallery "Curator" I thought of this almost immediately after you mentioned valuable scrap items being on display- what if there was a consequence for taking those items? Further, what if there was a reward for "donating" to the gallery? First, the consequence- take too many items, and the Curator will become active. It has a chance to spawn in after players take between 1 and 4 items from its displays, its arrival signaled by the gallery's old music beginning to sound more warped and discordant. It's passive in this stage, stalking and hiding from players much like the Bracken would (prioritizing those who have taken the most from its displays), and retreats into the gallery's walls if spotted. It would gradually become angrier as players stole more items from its displays, accompanied by the gallery's music becoming even more warped and distressing to the ear. At a certain anger level, the music will cut out entirely and the Curator will enter an active fury mode, attacking any nearby players for high damage while the fleshy portions of rooms in the gallery would act to ensnare and slow down fleeing players. • The Curator would only become angered by players taking items directly from designated displays; scrap picked up off the floor wouldn't count towards this • The Curator is angered by whichever player took the scrap from the display ("stole" from it), not by whichever player holds the stolen scrap; if a player steals scrap and drops said scrap to be picked up by another player, the Curator will still focus on the player who initially stole the scrap, not the player who currently holds it • Curiously, Hoarding Bugs do not naturally spawn in the gallery; if any are spawned manually or due to a mod, the Curator will become instantly active and hostile towards the Hoarding Bugs even if the players didn't steal enough scrap for it to spawn in yet. Perhaps it's dealt with an infestation of them in the past, and is infuriated by the prospect of them sabotaging its displays again...? • If it has spawned in, the Curator will immediately enter an active fury mode when any player exits the facility with stolen scrap • If in an active fury mode, the Curator will still attack- but never kill- players who have not stolen from it The Curator can be calmed down by dropping stolen scrap items on the ground and leaving them for the Curator- it will prioritize picking them up and returning them to its displays. Similarly, donations of new scrap items will also calm it down. Second, donating- players may drop items on the ground for the Curator to take. Items that spawned inside the gallery facility do not count; they must be from outside of the facility or loot from a different day in order to count as donations. Additionally, the Curator will not accept items dropped in any room containing a Performer. The Curator doesn't care about the monetary value of donated items; a key is worth the same as an engine to it. The Curator will pick donation items up from the ground and immediately take them to an empty display in an under-construction room. Under-construction rooms with all displays filled in this manner will become "finished" rooms and will be well-lit and play music like the rest of the display rooms in the gallery. Donating items earns the Curator's favor and has a few different effects: • Rooms with lighting will become more well-lit and have better visibility overall; • Rooms without lighting will gain dim lighting; • The Performer will become more difficult to interrupt; • The Performer will return to performing more quickly after being interrupted; • The Performer will be more likely to accept Flashlight deals Players may "trade" their items for the scrap already on display in the gallery with no penalty, though this will not incur any of the Curator's favor effects. Additionally, taking donated scrap back from the Curator will not cause it to become angry- though the effects of its favor will be reduced as though the donation was never made in the first place. Donations can be made in order to reduce the Curator's anger if it's angry, but will not provide any favor effects. I thought this could add an interesting sort of "life" and dynamic to the facility, so the players' actions have more of an impact on the facility around them :P
@tvhead24265 ай бұрын
The Curator look like a nightmarish art pieces shoved and moded together in to one, but the face is just some paper with a badly drawn face that changes depending on the Curator's mood
@DrGrym-qj5cj5 ай бұрын
Sounds really interesting
@owlgoddess85344 ай бұрын
i LOOOOOVE the gallery. by far feels most in line with the game's tone and style of horror, and the gameplay elements of each monster feel so at home. also, its just, like, awesome. if the gallery was added to the game there would 100% be a mod to replace the critic's audio with lines from the nostalgia critic.
@xharerae4 ай бұрын
the fact that clockwork angel being so similar to the old bird IS a coincidence is just crazy(pretty sure it was planned, cause uh the toy robot foreshadowing thingy) makes me wonder what next coincidence will happen, or if it even will be a coincidence
@mrult283 ай бұрын
New coincidence just dropped, Muckodile and the Kidnapper Fox have a ton of similarities
@xharerae3 ай бұрын
@@mrult28 ok, that IS NOT a coincidence then
@jerryworshiper15875 ай бұрын
monster idea: the mimic slug is a strange slug-like blob with 1 eye. it is completely harmless and can be easily one shot by a player with any weapon, but it can shapeshift into more dangerous monsters. even after shapeshifting though, it's still harmless, so it just tries to scare you off and can never actually hurt you.
@doneylopsy62965 ай бұрын
"the rot" OMG RAIN WORLD REFERENCE???
@Perfect.unsymmetry5 ай бұрын
YOoOOoooOOOOOO
@marialuciasilva23625 ай бұрын
Pearl crab
@espacio-ey3bh5 ай бұрын
this makes my world rain
@rhysmilatz255 ай бұрын
BOOM THAT CRAZY
@turkey48024 ай бұрын
They referenced EEL LIZARDS!!!!
@groovyy0074 ай бұрын
Muckodile was absolutely inspiration for the kidnapper fox
@chrisholsonback89924 ай бұрын
My suggestion to counter the critic, is a rare painting you can find on the walls in the gallery. (that you can grab off the walls) It appears to be a painting of red flesh and tissue, somehow despite it being a flat painting it appears to pulsate and move. When placed in front of a critic, the critic will walk over and pick it up, After roughly two seconds of staring at the painting it will fall to its knees clutching the painting in its hands. and simply stare at the painting, occasionally laughing and crying, the critic will no longer be hostile even after being hit with a shovel it will remain staring at the painting. Also, the painting is moderately value. (just an idea hope you like it)
@TheOfficialRingery5 ай бұрын
Guys, wake up. This is not a drill. Das just uploaded a new video
@ConTheSpider5 ай бұрын
I'm gonna be honest: I thought of you and your clockwork angel immediately when I first saw the old bird, and I'm glad one of your ideas got something similar to it in the game. Love your vids!
@ConTheSpider5 ай бұрын
Also 2 ideas I have for the carcass creatures. 1: The polyp welt from your first video (The fleshy eye harpoon thing) could be a creature that spawns more in this area because of its appearance. 2: An Idea I have for the husk could be that its a type of decoy enemy. I like your idea for the creature, but what if it can also hide among other non-living husks around the facility so the crewmates are kept guessing which one is the real one as they move along, before being ambushed when they turn a blind eye to a husk they thought was safe.
@vipertoxic85935 ай бұрын
@@ConTheSpiderwell that is one hell of an ideas ! I like them
@Noootshoot3 ай бұрын
A idea for the last part would be that if you die by one of them you become one of them. You can help out your fellow crewmates or attack them they won’t know the difference between you and them. But what can harm them tho so it makes the player die permanently on that mission
@pining_tree67885 ай бұрын
Haven’t finished watching yet but I’ve had an interior idea: something like an aquarium or glass maze, where with the power in its eriely bright, and the walls are slightly see through, meaning you can make out what’s happening near by even if blurred. Yeah i guess it’s a little liminal, but i like the give and take of an interior where you can see everything, but everything can see you. And you’re not the one who’s familiar with the way out (especially if instead of having unlockable doors, it’s sliding glass walls that open up one area at the cost of closing off a nearby hall
@GroovyMysterio5 ай бұрын
I’ve been fun idea for the critic 19:42 The critic can give one of their jewelry to the employees if they posed on pedestals or disrupt the performer either way they will get jewelry. If you impress the critic enough, you will get a clump of jewelry or new item called critique board. The performers will not curl up into a bowl if you have this critique board out . Or whatever players holding it even the Maxwell ignore you if you were not the one who made the performer sad
@vipertoxic85935 ай бұрын
Thats a good idea i think it would ad another layer of depth You could be actuly running around the performer if you scare them tacticly once
@miguelferrari7610Ай бұрын
I agree! @@vipertoxic8593
@DrScornax5 ай бұрын
I am both nervous yet so happy this is actually happening. Happy to have made the art for the Husk and seeing all these artists makes me so happy to have been part of this project
@memes_the_dna_of_the_soul54875 ай бұрын
15:27 Also, flashbangs and homemade flashbangs could do so instantly. Also, and idea for the Marriottes, is to make them the exactly _opposite_ of a coilhead. _They can only move so long as you are looking at them._ Mind you, light has little to do with it, but also, it plays into a key aspect of players having to overpower the concious decision of not looking at the threat before them. Might be a bit to much, given their weakness is a flashlight. 16:52 The boombox should instantly upset any preformers. For _obvious_ reasons. However, the boombox can also appease the critic. Mainly it prevents the happy mask from attacking, because _he shmoovin._ However, be sure that the music isn't interrupted. This presents a dilemma, the Critic attacks on sight with it's happy mask. So do you play the music and risk messing with the preformer, or not, and risk an encounter with the critic. It also gives the Boombox some actual utility.
@astick52495 ай бұрын
apparently the boombox also has utility with the blue blobs, they will literally dance (by jiggling) and become harmless to touch, but also move way faster (relatively) towards you
@tvhead24265 ай бұрын
One of the dances is just [INSERT POPULAR DANCES HERE],.
@jaanpeeters8795 ай бұрын
Cool idea I came up with while watching your video. The mutant. Sometimes when entering a facility you immediately get the "radiation warning", meaning that the apparatus has already been pulled out its socket. The facility is dark and quite. When running from a monster or picking up loot you will find a grotesque deformed employee lying on the ground holding the aparatus. They probably pulled it out a long time ago but didn't make it out of here. Their body is now deformed and mutated due to the years of radiation. You pick up the apparatus from the lifeless body, thinking not mutch of it. But then it moves. The mutant will only awake when you pry the apparatus from its hands. It then will scream and chase you while trying to beat you to death. It gives you 5 to 7 seconds while getting up before it chases you. Ignoring everyone els in the facility. It starts off faster then you but not for long. After around 25 seconds it will start to slow down. Becoming slower and slower every second that passes. When it finally completely stops moving it will also stop screaming. It will collapse where it stands and die. This monster is not that dangerous if you plan your escape well enough. But it will always be a scary moment when you get caught in a doorway or something.
@shawverno.11303 ай бұрын
I LOVE the carcas and gallery ideas
@Qyrun3 ай бұрын
monster idea: The Guard the guard will wander aimlessly around the facility. it will peacefully follow players if it sees them in hopes of finding an exit but its possible that it loses track of a crewmate when they run too far too quickly. once it finds a fire exit or main entrance it will camp that area, attacking all players that are in the vicinity. the appearance of the guard is a mix of a spartan and a medieval knight, its skin looks rough like sandpaper. it sports no weapons in its hand, so it will attack with its fists. but if it comes across a knife, shovel or signs it will pick them up and use them.
@FoolOfDust940325 ай бұрын
I really like the gallery area concept and its monsters. Along with incorperating the masks with the performer, love seeing exists monsters expanded upon.
@rocketleague26405 ай бұрын
The rotten vale in Lethal company is reaaaal
@saurianfan71024 ай бұрын
13:23 A detail that I would add to the Gallery would be that biological creatures (like Hoarding Bugs, Snare Fleas, Hygroderes, and Thumpers) are completely absent. The only threats (from the original game) that spawn are artificial ones (Nutcrackers, Coil-Heads, and the Jester). Butler's are the exception here. They will spawn but not nearly as common as they do in the Manor. Additionally, while turrets and mines are nearly absent (this is an abandoned place of leisure after all) traps are far more common (the new residents DON'T want visitors).
@bluwasabi76355 ай бұрын
Nice concepts. The Brutalist area sounds spoooky. So does the performer. There should be some ultra-valuble loot nearby to entice players to take it (banana taped to wall for $120K). High risk high reward.
@aiden3415 ай бұрын
The last two have to be my favourite so far. I don't know about if they are really compatible with the game, but the gallery and the district are very good liminal spaces, and the monster designs fit the aesthetic very well and I could very well see some of them in the game like the performer and the critic. Plus the art is really good.
@violet_xe27285 ай бұрын
I'm in love with the bright eyes. They've so much potential to completely shift the lotting experience of any interior they populate. I know they're meant to inhabit just that interior, but they've so much potential to shift the looting experience of any interior they populate. Imagine entering a mansion and just... being watched. Having to probe them with flashlights to get your scrap would feel wrong and unsettling, especially if the audio is on point. Worse... if they react negatively to light and go ballistic when flipping the breaker you'd be in deep trouble real quick.
@silkenemperor3 ай бұрын
Honestly I love this kind of content from you
@lemon0644 ай бұрын
he won again! the muckodile is basically the kidnapper fox now
@darkdragon83165 ай бұрын
I'm gonna need some modders to make all of the ideas in these videos fr, they're all so good and could add so much to the game
@averagewhatisahandle5 ай бұрын
The gallery is a pretty cool concept, really backrooms-like which still fits perfectly in the game. I really love the idea of the marionettes, they give flashlights another use other than to just see things better. And it’s just great that a lot of these monsters make the shovel more of a necessity rather than an optional item for self defense.
@samirmehmedovic65545 ай бұрын
The District reminds me alot of content warning with it's monochromatic colors and with the bright eyes kinda resembling snatcho from the game eith how they both hate light and are shadow like creatures
@garygordle51465 ай бұрын
your description of the gallery spooked tf outa me. excellently wrote, reminded me of the false hydra in terms of how spooky gah!
@Heidijackward5 ай бұрын
I wonder if these new structures and layouts if added would be compatible with an old idea being the stranger Just imagine wandering the district but not finding the bright eyes you would expect and instead finding the normally imortal creatures limbs scattered and fading if light is pointed at it and the stranger messing with you as well
@sauerkids92542 ай бұрын
I love the mix of paranormal and biological threats. Please make another one! I also have some ideas: New Item: Salt Salt is an item you can buy from the company store. You can sprinkle some around. If you sprinkle some in a blob, it dies and shrivels up. These are quite valuable, as the monster within the Company loves these French fry-esqe snacks. It can also be used to ward off paranormal threats such as the ghost girl. New Interior: Residential This interior is characterized by large "wings", hallways with many small rooms. These rooms can hold various articles of scrap, and some have briefcases that can hold multiple scrap objects. There are sometimes even skeletons. Something bad happened here...
@TheSandwhichman1085 ай бұрын
I have an idea for a monster from a previous episode. That being the Stranger. The idea is that upon landing on a planet with a facility with a stranger in it you’ll notice the surrounding landscape is awfully…Quite…Out door creatures are far less common and are more skittish than normal usually avoiding you and the facility grounds… Even at night eyeless dogs are no where to be seen but creatures like leviathans and forest giants will still behave like normal. It’s a way of showing the players that something is very wrong with this place…I was also thinking that occasionally inside the facility you’d occasionally stumble across the corpses of other creatures like dead hoarding bugs, the mangled remains of a thumper or braken…A damaged coil head lying motionless on the ground and so on.
@vipertoxic85935 ай бұрын
Dude the fucking broken coil head ! Coil heads are usualy unkillible so meeting a broken one would instill a sense of fear and dread that is hard to describe ! Love the idea realy❤
@TheSandwhichman1085 ай бұрын
@@vipertoxic8593 How do you think the stranger would work in single player? Cause from what I gathered it just seems like a welp you either die or waste a day to go to another moon.
@vipertoxic85935 ай бұрын
@@TheSandwhichman108 well quite the difficult question realy but i think just make the stranger not block of the exit just spawn addisional rooms to try to confuse you And maybe make a rare chance of finding the mapper tool the handheld thing that shows you enemies and loot just like the terminal So if you dont want to risk it too much stay near the exit sure might get confusing thru the day but far better survival chance Or you can venture deep into the facility and find the mapper device shotguns maybe backpacks and other gear that should not be buyible from the company Gives a good risk to reward
@vipertoxic85935 ай бұрын
Oh and spawn rooms like betwen the exit and the room youre in
@vipertoxic85935 ай бұрын
Maybe if you turn you gaze away
@Anthaneus5 ай бұрын
Maybe you could have a harpoon and scuba gear for the water area, that would be so cool 😎
@johnho37655 ай бұрын
About the scuba gear kzbin.info/www/bejne/bYPEk3uGjcSKaJIsi=iJzwfrAFjUZfbrZj
@Vilified_Vagabond5 ай бұрын
I adore the facility concepts like the gallery and the gut biome of a big creature very inspiring
@Nolopolo653 ай бұрын
A cool concept to add could be a Queen Hoarding Bug that has her children collect scrap for her.
@TheRainWorldCreature3 ай бұрын
My ideas: New ship upgrades: Lightning rod, preventing power outages and lightning strikes in a radius near the ship Beach chairs: 2 chairs and an umbrella on the roof for chillin Sonar emmiter: a flashing, loud speaker that scares off dogs and giants, but after attracts them, useful for getting that last bit of scrap back Ship radio: Built in walkie talkie that doubles as a boombox Comfortable beds: 1 extra hour to a day. Storages: more lockers Enemies: Mimic (the one from prey): pretends to be loot or a fusebox. Can easily be scanned and attacks exactly like the centipede Sensor worm: any employee who thinks spamming a scanner is a good idea will be hunted by the worm. More lootbugs. Guards, scavengers, chill ones,and traders. Company landmine: purchasable landmine that will kill anything (including you) if stepped on. Massive explosion radius to prevent panic placing. Bug spray: keeps all bug like enemies away, but has to be constantly applied or they will find you. Won't stop already aggressive bugs other than the headcrab and the tiny corpseflies. Can run out (and promptly attract every bug to you) Ghulie suit: makes you almost unseeable by giants, but walking and running are LOUD.
@Teriyaki_ikayireT5 ай бұрын
If the game dev doesn't add these, we definitely need mods. All of the concepts seem so damn fun. Holy shit, even the way you described them was perfect for the vague lore we get of the monsters in game.
@bloltzmalone35147 күн бұрын
Thought of an interesting creature specific to the gallery but could easily fit into the mansion layout. Picture this You're walking along, doing your thing, until you notice one of the paintings doesn't look right, it's too highly detailed. Odd, but you continue, until you walk by and notice the painting has changed, depicting something else mundane(like a tree or a piece of scrap in tasteful lighting). Repeat 1-5 times, the painting changing each time you pass, until you notice it now depicts your ship. You return to the ship quickly, but find nothing has happened. However, upon returning to the changing painting, you now notice it depicts a very familiar setting, its you looking at the picture of your ship. You turn to where the photo was taken from and get greeted by a blinding light, only catching a glimpse of a hunched figure running away whilst slinging something HUGE. This is the photographer. He doesn't harm the employees, merely taking photos of them with the flash on, and occasionally stealing items to take photos of them in private, though he won't hesitate to place bodies he finds into comical positions for a humorous shot, even bringing props(tables, chairs, lights) to set up funny scenes(more bodies can result in special scenes being made). His photos can provide insight into the locations of items and the presence of enemies. Somehow the enemies will also pose for the photos. Until he completes his first "prank", the photographer will very carefully sneak around the map, opting to avoid the players at all costs; rarely during this stage you can catch the photographer in the act, setting up a photo with a piece of scrap. The design is simple, looking like a VERY dirty 60's spacesuit, slinging what seems to be a huge rocket launcher over his shoulder(think tf2 soldier). However, this object is instead a massive camera(3 feet long, 2 handed, 18 pounds). It can be used to produce 3-4 flashes before a recharge, making it great for dealing with forest giants, and it's value can make locating this elusive squatter tempting. However, if you fail to take him out on the first try(hit him with any weapon but not kill), he will attempt to escape, sprinting to the exit door, taking paths which avoid players, sneaking through vents, and even flash-tackling players if there is no other path. He may also take detours if a player is in pursuit, leading them into danger. You have until he leaves the exterior map boundaries to catch him, fail to and he will not return until the next quota.
@ascrinkleyfellow5 ай бұрын
YOU HAVE NO IDEA HOW MUCH I WAS STARVING FOR MORE LETHAL COMPANY CONTENT
@fluffy_knight3 ай бұрын
Yooo , the Kidnapper Fox is inspired by the Muckodile lets gooo.
@barnaclebot16435 ай бұрын
An idea for the critic is if it’s in a happy phase of you start to dance it’ll happily watch you but if you stop it’ll attack you. It would essentially trap you.
@marialuciasilva23625 ай бұрын
The dead entity map looks good
@localwalloutlet5 ай бұрын
I love the gallery theme
@Dino_Axolotl4 ай бұрын
The muckodile''s concept is the smae as the kidnapper fox as they both stay in their little shelter waiting on the player to come by and if hit they let go and hide back in their spot
@zacharyweaver2765 ай бұрын
5:00 love the idea of pitting different monsters against each other I hope we see more of that as the game develops even if we don't get a full on ecosystem. Though there could also be perils involved with getting creatures to murder each other
@skotari4 ай бұрын
A map from a modpack called wesley's moons includes a map called atlantica (or something similar) that floods on the interior as the day progresses, definitely fun. also, the interior mod called unreal interiors has multiple waist high pools of water which are murky and you can't see beneath the surface. the scariest part: the braken ai knows you can't see under it. no joke we thought the water killed you for a while. i fell in once and screamed thinking i was gonna die and looked at my friend, completely unharmed and we were just confused. it wasn't until later when i was behind the same friend, who stepped into a puddle now thinking they are harmless, that we realized the brackens can use the water like alligators do. we've tended to notice a lot more blood trails leading away from pools of water since then lol.
@mrult283 ай бұрын
That is terrifying. Water moons have so much potential
@dantebegay72562 ай бұрын
Gawd i live for fans making their own creative decisions for their favorite games.
@IAmTheDuckLord5 ай бұрын
Here’s an idea for a creature for Gallery, it’s called: Curtain Call. Curtain Call is a creature or bug that masquerades as a curtain patently waiting for something to steal the painting that it waits by and when an employee walks up to take the painting the creature snaps shut or wraps around like another similar bug. It can be noticed by its slight wiggles every 45 seconds or being killed with 2-3 hits. Also there would be a slight chance of it disguising as a sheet of scrap metal. So what do you think? Daszombies feel free to take the idea, if you want to of course
@ADeliberateTypo5 ай бұрын
your underwater-planet really reminds me of one of the planets from Sketchy's Contract(a lethal company clone game).
@nborger2834 ай бұрын
wow looks like they got inspiration from you again with the muckodile and that fox thing! great work.
@ej2u5455 ай бұрын
The crazy thing is is that me and my friend we’re working on a new mod with sewer interiors. We also planned mods to add factory and science facility interiors. So it’s kind of funny that we both kind of landed on the same idea.
@hamburgertrain71855 ай бұрын
I had a concept for a monster that could appear on Forest or Junk Worlds (Junk worlds being a mini suggestion effectivly a landfill moon, maybe it could be called 13L-KRONOS after the titan of time in greek myth...being a ironic name that everything here is forgotten and "lost to time") Anyway here: THE EARTH SALTER: Threat Level 60% Defensive (Greater in a Troop) Killable: Yes Size: Male "Pepperback" : 7'5 foot (When upright) around 6'4 foot when calm Juvenile: 6'4 foot (Upright) 5'9 foot when calm Members in troop: 3 to 5 (Greater on higher difficulties) Description of Entity: Entity resembles a semi-organic primate similar in both size and stature to a great ape (Gorilla or Orangutan) but having the canines and face crest of a Mandrill or Baboon, having 3 eyes and binocular vision...it thrives on even moons with less then ideal food sources, their body's and carcasses are valued by the company being effectivly a large salt lick (A knife is too brittle to break it...a shovel could be used to smash off sizeable chunks instead) their hide in question is dense enough to deflect gunfire however this will scare off the smaller members of their kind from the noise and attack...but the rare and mighty "Pepperback" is king of the scrapyard...instead of running when tried by a boomstick...it will instead Enrage...and in turn inspire the troop to hunt down the perpetrator and rip them limb from limb, they harbor deep grudges with specific employees and remember their smell and voice...forcing observers to contently switch in fear of being targeted. Behavior Observed: Earth Salter's generally avoid employees and prefer to be left alone in their isolated community's, the "Pepperback" being the father and protector of the troop, gazing directly at the big alpha in the center eye can cause slight irritation and will cause it to do a threat display...however this is a bluff if this is your first troop meeting and is only meant to scare you, they've been observed making primitive hovels made from junk and scrap from the moon in question as their living quarters when night arrives, the home is like a iron bunker, old birds will even ignore the burrow at night...and you could steal from this apes...at night when they'd be non the wiser...they are not nocturnal to avoid predator's themselves, but steal from these beasts during the day...and your asking for salt in the wounds..!
@Kombokid4hire-ch5kq4 ай бұрын
This is absolutely an amazing series, WE NEED A PART 4!
@StevyJoe5 ай бұрын
The Fleshgait. These creatures appear to be like any other employee. They will move like them, carry loot back to the ship, run from other monsters. If a person is left alone with one for to long or god forbid they are the only two on the ship the Fleshgait will change. Turning into a pale, unformed mass with a large mouth. It will then maul and consume the player. Part of the behavior is that it will mimic or utilize the voice of the furtherest player away from the target it is stalking. If another player approaches it. It will sneak away and rejoin the group so as not to draw suspicion to itself. The goal is to try to trick the players into believing it is one of them, make them indescernable to itself from who it mimics. Make you parinoid on whether or not the person you are going with is really who you believe they are. I think the idea of a creature who integrates itself into the group and preys on the ineveitablility that you will be seperated and that desperation to have someone near you would add an extra level of paranoia to the game.
@chedder_chandlure43635 ай бұрын
Great ideas! I feel like the gallery would be a perfect place to encounter some coilheads
@TravTravRA5 ай бұрын
Something about getting a buncha artists in one room to draw up the concepts someone has for a game that's more or less in line with the game is really addicting (note, kinda wish their username or @ or credits were on screen longer or for the full duration)
@Waterick-30005 ай бұрын
Cant wait for the rat guy to be added
@michaelurmo79845 ай бұрын
Idea: Vaults You can come across keys within a facility that are larger than normal and have black handles. These keys are called "Master Keys" and they can only spawn when a vault exists inside a facility. They can open any door without being consumed, be sold at a price range of 63-81, and be used to unlock a portion of a Vault. Vaults have a 20% chance of spawning in Factory-based facilities (they can't spawn in mansion layouts), and require three Master Keys to unlock it. Inside the vaults are a variety of items that can spawn, from Toy Cubes and Plastic Fish to Paintings and Lamps. The big things that can spawn in the vault though is a shotgun with two extra shells or a new revolver that is accompanied by a 6-round bullet loader.
@hauntedmedic3733 ай бұрын
I love all of this!
@tom_stuff28065 ай бұрын
GIVE ME YOUR BRAIN I NEED TO HAVE SUCH CREATIVITY
@goldengolem46705 ай бұрын
The way you hyped up the hideious mawface reminded me of the giant worm in the second or third deep sleep games. It basically takes up an entire halway its so large. I feel like that thing would be horrific if placed into these environments.
@aceofspanks87334 ай бұрын
I can not emphasize enough that the community would love more of these videos!!!
@OntheRocks-124 ай бұрын
The gallery should be an actual game sounds flipping awesome!
@Skitsandbits-rx3bd3 ай бұрын
Muckodile was turned into the kidnapper fox
@Kongozzy84125 ай бұрын
Im going to put my ideas for changes on creatures and items on your past videos here, so here we go. 1) The forest giant rework is based on an awareness system, so if a giant finds you, it can just look at you and move on or pick you up and thrash you around, or just eat you, and it all depend on serveral factors, for intance, if you made a bunch of noise which caused the giant to investigate, it will have a higher chanse of picking you up, while if you made zero sound and the gaint just stumbled on you and you stood still, it would just move on, and if you still dont move after that they will just ignore you. If you only move when they dont see you or make sounds when they can't see you, then they will slowly get more and more curious, eventually picking you up and possibly eating you. 2) Backpacks can hold a two - or one-handed item, but theres also fannypacks. You can have three of them at a time, but they can only hold one-handed items. 3) there's a more expensive, two handed versionof the camera. It cost quadruple as much as the normal version, and the pictures need to be developed in a picture development tub that can be bought and placed on the ship. It takes around 20 hours on a planet to fully develop, so leaving early might cause the pictures to be only partially developed when it's time to sell plus if the pictures are left in the sun for too long by holding it out or puting it on the ground outside, it will cause the picture to be ruined and worthless. However, the pictures when fully developed will sell for more than normal camera images, and then camera has a zoom feature to take pictures further away, plus it can take double the pictures than the normal one. You can also buy extra film for the camera which is alot cheaper than buying a brand new one. Also the camera can hold the pictures inside of it, so it won't take up to much invitory space. 4) how you kill something affects how much a carving knife gets from them, so if you blast it with a shotgun, the carving knife will get either heavily damaged or near destroyed trinkets, while knifing so thing to death will give near perfect trinkets. The shovel is somewhere in between. 5) the stranger's aggression depends on the insanity levels of the players, with groups of fresh and clear minded employees can split for a time without mcu risk, and the stranger will play less tricks and will pull them out slower, while employees that have been through alot will be given a hard time by the stranger, and being alone will be a death sentence. I hope you like these ideas from me!
@lunasong97095 ай бұрын
I like the idea of an item that causes masks to spawn but also makes them harmless if you don’t mess with it. Here’s my idea: make it a comedy mask that can be rarely found hanging on any wall of any facility. It has an inherently high value, to the point that one singular painting can completely cover lower quotas, but the moment you pick it up, it becomes a tragedy mask, and every mask in the facility will become aggressive towards you specifically, chasing you incessantly until they either kill you or you drop the painting, causing it to revert back to it’s original state, all the masks that were chasing you gathering to guard it like a nest of hoarding bugs. It’s essentially the facility’s equivalent to the circuit bee hive, with the risk and reward of attempting to successfully secure it being much greater.
@amisharme7445 ай бұрын
the gallery feels the most official through vibes, and i can see the brighteyes working, but there are a few things i'd change. The Marionettes don't seem very capable of harm, so why not make them passive? Rather than actually attacking, have them be more of an inconvenience. Similarly to the hang man from IMSCARED or Specimen 1 from Spookys, they could pop out from corners and scare the player. They'd fall with a loud clanking sound, maybe with a small childish giggle. They'd then shake and bob around like a bunch of excited children while what sounds like canned laughter echo from above. Sounds very unamusing, but then there's when a monster actively chases you. Imagine running from a bracken, or a thumper, and getting jumped by a pair of these bastards. The Critic feels too much like the butler with it's method of attacking. I think it'd be more interesting to have more emphasis on it's unusual bug like appendages. If a player were to ignore the critic for too long, or get too close, the critic will lunge at the payer and attach itself to the player. All of a sudden, there are a thousand creatures all eating at the player, and the critic is gone. And when the player is just shy of being dead, it all stops. The player is left at exactly 1 HP, and any other critics will not attack the player until they're at 60hp or above. Keeping your eye on it is the only way to avoid becoming bug food, though you don't have to keep your attention on it forever, just enough to make sure it doesn't sneak up on you.
@schlurpakiro.5 ай бұрын
The G.O.A.T. has blessed us!!!
@JoksterFox5 ай бұрын
LOVE the use of little nightmares music! :D
@Sma11_saussАй бұрын
please make a 4th part, this series is really enjoyable to watch, if I were to offer any advice/critiques of your work is that some of the monsters/ ideas are too heavily mechanic based, an example would be the stranger. In the first playthrough, the stranger would be terrifying, but by the second or third, it would become more predictable and less scary. To keep it fresh, changes could be made to the stranger's presence. How I'd remake the stranger concept would be to... 1. A world with the stranger on it will have an increased day time of 1-2 minutes to increase player incentive to stay longer and explore more. The stranger will also generate a larger facility interior. (this would not be noticeable to the players as a feature, but rather a subtle background mechanic) 2. Other entities will spawn on a world with a stranger, but they are always gonna be easier enemies, hoard bugs, spiders, blobs, etc. As the stranger's presence intensifies, these lesser creatures will gradually despawn, as if they are part of the stranger’s hunting game. 3. The stranger’s presence will begin subtly, with the facility’s power having a small chance of being off upon arrival, and distant, minimal noises that seem ordinary. The stranger will target isolated players, haunting them with hallucinations like fake scrap or hearing their friends' voices coming from the area where the stranger is lurking. Rare scrap would be rare to find with a stranger, but upon dropping said scrap outside of the facility, it will disappear on drop, this is to prevent rare scrap essentially instantly snitching the stranger out. The stranger could mute the haunted player from their teammates' mics, preventing them from hearing their friends voices come from 2 different spots. The haunted player would experience hallucinations of their friends running in a direction that unknowingly leads them closer to the stranger. The power could go out, but again only for the person being haunted. Additionally, lights will go out on paths the haunted player has already traveled, encouraging them to take a different route and become more lost. Most players, feeling creeped out, would avoid the darker, more ominous when trying to escape. 4. The stranger slowly closes in on its prey. When the player finally encounters it, the stranger may initially resemble a teammate, but will quickly transform-its arms, legs, torso, and head twisting into a grotesque, fleshy form. The stranger will then chase the haunted player, either until they escape or are killed. After killing a player, it will either return to its hunting phase to stalk another victim or enter an enraged state, relentlessly pursuing all players until they’re dead or have fled the facility. This enraged state is triggered if either another players witness the stranger while it chases the haunted player, or other players are nearby to where the stranger could efficiently hunt them as well. 5. Additionally, a facility with a stranger may include 1-3 extra fake fire exits, with only subtle differences, like a slightly off light hue. If a player tries to escape through one of these exits, they will be swiftly killed by whatever lurks behind-whether it’s a monstrous mouth, tentacles, or any other horrific entity you can imagine, either way these fake exits would be an extension of the strangers presence. These fire exits would also spawn very far apart from eachother and have low spawn chance. These are changes I'd make to have a more dynamic enemy that is less predictable upon replay.
@robbieshaw16294 ай бұрын
Despite the view count being lesser than the first two This is genuinely one of the Coolest things that The Lethal Company Comunity does coming up with these ideas for maps and monsters and potential lore is great my favorite concept was the Dsitrich location which looked and sounded like a whole separate game could of bin made by its concept, in fact, a lot of these work for game ideas. I understand that you don't want to do any more of these Lethal Company concept videos but I just want you to know that I really like them and I bet a lot of others do it. Also, I like your music choice in the background i heard some Caretaker music in the background score and it works the same with all the other music you chose.
@anthonylewis55035 ай бұрын
the muckodile is a fish eater judging by the snout
@Random-gn6ew5 ай бұрын
Maybe the employees taste like fish
@knightisgoated5 ай бұрын
We love the company
@nonexistor3 ай бұрын
Here are some concepts for weapons that could be found in these new interior types: Sewer: Pipe. Increase the damage per swing of the Kitchen Knife, but give it a half-second cooldown, and you get a Pipe. It'd sell for pretty low and be quite common in the sewers, and it would spawn naturally in certain rooms where taking it has a small chance of causing a flood. Gallery: Golden chain. A whip-like and relatively heavy weapon dropped by the Critic. As it's made of gold, it's incredibly expensive, but it's more powerful and sells for more when you kill the Critic during its Tragedy phase. It can be used to pull enemies in, kind of like the Chains of Hades from Fortnite. District: Motor blade. It's square metal rod with a motor crudely attached to the bottom, where there's also a handle. It drops from a special type of Bright Eyes known as the Mechanic, who seems to be attempting to recreate the technological advancement of the humans who lived there long ago. Fun fact: If you drop a Golden chain on a Motor blade, they combine to make a Chainsaw. Not only does it do incredible automatic damage, but it is also the only weapon to be able to kill Marionettes, and it one-shots Nutcrackers.
@zacharyweaver2765 ай бұрын
2:31 now you got me wanting flippers added in the game so you can swim in the water and find scrap at the bottom of pools
@gromblereal4 ай бұрын
i feel like the gallery would fit in perfectly with the base game
@nathanial85875 ай бұрын
YESSS, I'm hyped for this! post watch edit: jeez, that one might be the most horror filled yet
@SunnyandPhoebe5 ай бұрын
pearl crab is a pearl bug on drugs
@the_funky_wandrr5 ай бұрын
woohoo!!! all the ideas are super cool, well illustrated, and explained in a fun interesting way! the daszombes flare, perhaps. but, twas fun funky to watch, and i look forward to whatever project you’ll share in the future :D! great ideas everyone :]💛
@Jaqoum_The_Wizard_King4 ай бұрын
2:32 the nome in the attic-tobias lilja, from Little Nightmares 2. Banger. Your music taste is greatly appreciated, as the nostalgia wave is so good to have. Those games were so good. 11:23 March of the Guests here btw. Every time one comes on i get a little “Oh hey i know this one it’s a classic!” This one 18:53 is Heartaches by Al Bowlly
@TalonMC5 ай бұрын
I love these videos, I think coming up with ideas for things that could be added to a game is genuinely so fun! I enjoyed doing that with Minecraft which led me to getting into modded minecraft and seeing what others have made, it's so cool... Props to the artists and ideas
@pillarcontainment5 ай бұрын
you know its a good day when you see one of these videos
@vectormanforever5 ай бұрын
I really desperately want that carcass to exist. I kind of want to learn all the skills necessary to make it a reality now.
@skully92245 ай бұрын
so the first three creatures are just from rain world the pearl crab is just the pearl bug from the tower the muckodile is just a lizard the mawface is a leviathan not to mention it takes place in an area straight out of rain world, a sewer smaller to subterranean and drainage system
@heinoussage5 ай бұрын
this just in: rain world invented sewers
@fernando-67425 ай бұрын
this just in: rain world invented lizards
@Trigger84925 ай бұрын
this just in: rain world invented big fish
@marshhie4 ай бұрын
this just in: rain world invented pearls
@Tiosedan5 ай бұрын
I love concept videos even more than devlogs!
@Sami-tm4gt3 ай бұрын
Fun fact I think the muckodile was the inspiration of the kidnapper fox replace water with red grass and it's the same creature