ACTUALLY I DID HAVE A DREAM SIMILAR TO THAT FIRST ONE it was just my family moving into a new house, a house which was all kinds of weird. It had a weird layout, weird construction, but it looked just like the picture here, with similar lighting and weird layout and emptiness, but the funny part is nobody realized how weird it was and we treated it like a normal house
Why are these images so appealing? The truth is that I and many of us are here because of this strange and satisfying addiction. I imagine being inside those places and doing what I want.
@@vibrantdragon3123 You are absolutely right, I have practiced a lot to have lucid dreams and I have finally achieved it, it is something that must be mastered to have coherent dreams and perform actions anytime, anywhere.
I still think it’s amazing that there are tangible videos out there that can capture one’s vague, dreamily nostalgic memories so well. I always wanted a way to capture that feeling that didn’t involve watching old Sesame Street episodes late at night.
I think the same thing, I have a strange fascination for the scenes of Sesame Street, every time I see them I imagine that I am there too. It is as if the television screen is transformed into a portal where you can access that world and be part of the show.
0:18 landscapes like these always make me feel uncomfortable, there's literally no where to go. Growing up in the south Im use to seeing trees all over the place, even if you where in the middle of nowhere there was still... *something* surrounding you. Then a few months ago, I took a flight to texas and the first thing I noticed was the lack of trees, yeah I know it's the desert, but the openness of it felt odd
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
hi miac! you are one of the best liminal space uploaders. i have a few things to ask: 1. can you make your vids longer? 2.what inspired you to make these videos? 3. how do you find these images? 4. do you pick the liminal spaces you think are nostalgic, or do you just pick random ones? 5. what editor do you use to make the light flickering effect? 6. how did you find these music tracks? i have spotted a couple tracks that you use often, like the DUN dun DUN dun DUN dun DUUN dun one (last soundtrack on this video: ua-cam.com/video/7y704nwAxyU/v-deo.html ) 7. voice reveal? 8. can you do a video about old- looking photos? (title maybe: Images that look forgotten)
1. Sure! 2. I guess just boredom during the start of the pandemic, then once I started receiving attention on them I became more dedicated to the channel. 3. Through Reddit, Pinterest, or yandex. 4. I only choose images that evoke strong feelings for me, which is why it can take a while to put a vid together. 5. For the flashing light effect I just use a light flicker video overlay, then put it overtop of an image. I turn the opacity way down and turn on color burn to make it look real. (I use davinci resolve btw) 6. Typically I just scour through playlists of creepy video game music until I find something I like, but I do use a lot of music from silent hill games. 7. …later 8. I’ll consider it, sounds like a cool idea!
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
THIS IS STRANGE I HAVENT WATCHED THIS CHANNEL IN A WHILE AND THE SECOND I CLICK IT THERE IS A VIDEO UPLOADED 27 SECONDS AGO??????????? COINCIDENCE OR SOMETHING DEEPER???????
Hello man, others sugestions of videos to you: + images that Evoke the feeling of pure dread + Places you have visited in your nigthmares + 2 minutes of pure relaxation + (...,but its 2020) + How to lose your apetite in 50 seconds + Images taken after a apocalipse +Images that Evoke undescovered emotions Are just sugestions,i love your channel. Your channel its the best for experiences,it feels like I'm in another dimension
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
@@bloodreaper_666 man I loved this text did you copy it from somewhere, or did you just study a lot? although I like it a lot, I can't be very familiar because of the place where I live, which has very different residences
Gosh darn waiting for another vid and you really deliver! Oh man... that one with snow and nothing in the distance is absolutely terrifying.. good one.
The last one was accurate (for me atleast) I was being chased by police in the mall for stealing and I fell down the escalator and woke up. *The dream was lit tho*
There is one place you didn't visit in my dreams. Hill town! A place that the town gets a little close to each other the road goes up on the edge with safety fence
0:03 I have been here in my dream wile it was turning morning on Easter in 2017 but it was dark there were cartoonish monsters and Fnaf toys everywhere.
Somehow i can remember my dreams, like even ones i had when i was 5, one was when i was swimming in a place where i usually have vacations, then i saw a flower, and i wanted to see it closer, so i swam closer, then i drowned. (I was 5, when i had that dream, i couldnt swim at that time.)
About the first image, I haven't seen the actual thing in a dream. But it does remind me of a dream I had where I visited a weird museum that looked kinda like that with my class for a field trip. One of my classmates pointed out the weirdness, but everyone else treated it like there was nothing odd about it. I also had a dream about the EXACT same location in 1:35 where I was either working a shift there, or I came there with some friends. I can't remember, but all I know for sure is that I DEFINITELY had a dream about this.
The first one looks like one of those houses that are vacant and still being built on, reminds me of a time I was with my cousins. We weren’t doing much, and they were all girls except for me. I decided to go out and take a walk and explore the neighborhood, until I came up on a neighborhood next to the one I was in, with a deserted wash intersecting. I went over there, and it was completely empty. No people were there except me, and I just expected that all the house builders were on their break and went out for lunch or something. All of the houses were still being built, as if you could see the wooden foundations and insulation fluff that goes in the walls, along with wires and breaker boxes. I explored a few houses and then soon left. It was an interesting experience I’d say.
Decode the following words then put them in order : iaDaMdcle : mlinlai : rctesea : vdeiso : espca : gdoo : If you decoded the words and put them in order you should know the sentence! I know this was kinda random but I was bored lol.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
0:52 I just saw a nightmare after I slept when I was 12 years but I was scared of what is lurking on dark and I was terrified then I went through the door, However, it is not safe and it's just a long hallway and I hear someone coming down the long hallway and I was terrified so I ran and I was finding the safe room and I finally found the safe room and I locked the door to avoid someone break in the safe room and I was really scared but I don't like those nightmares anymore.
1:08 I remember having a dream that looked similar to that, the colors and pillars, I was in like an airport and people were running from a monster, so I decide to hide here, but then I felt because if dreams have always told me, stay the f away from the dark
1:30 He is on the right, That's actually not a demon, It's just a Human and there appears to be a black shirt with an Unknown symbol and wearing a black mask, and even he is also staring at the camera but he is still playing.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have. As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
Good! I love your channel! By the way this is an alternate channel I made cause I’m the blood strawberry guy! I’m making a non vhs liminal space channel with ten vids each one about a different nostalgia! My liminal space one is already out! I’m doing weird core, hello kitty core, traumacore, etc
Sorry for not uploading, but I've been super busy lately. I'm gonna try to get back to that weekly upload schedule, thanks y'all for staying tuned!
it’s okay homie😘
Easy bro, don't worry. I understand you.
Glad to see that you're back dude :D
no worries, school has absolutely destroyed the time i had for my hobbies and shit :(
no worries dude! this is one of your better videos, 13/10 :0
ACTUALLY I DID HAVE A DREAM SIMILAR TO THAT FIRST ONE
it was just my family moving into a new house, a house which was all kinds of weird. It had a weird layout, weird construction, but it looked just like the picture here, with similar lighting and weird layout and emptiness, but the funny part is nobody realized how weird it was and we treated it like a normal house
nice
i have weirder dreams lol
dude me too omg
Dude I've had multiple dreams about that exact apartment/house. I distinctly remember the walls in the kitchen not going all the way up
@@BuickGrandNationalGNX might wanna get that checked then
Why are these images so appealing? The truth is that I and many of us are here because of this strange and satisfying addiction. I imagine being inside those places and doing what I want.
actually if you manage to have lucid dreams you can go to those places and do whatever you want there
@@vibrantdragon3123 You are absolutely right, I have practiced a lot to have lucid dreams and I have finally achieved it, it is something that must be mastered to have coherent dreams and perform actions anytime, anywhere.
@@vibrantdragon3123 i usually go lucid whenever something scary happens in my dream, so weird :0
Those images exist in our mind and in alternate realities, this is really too fascinating.
What do you mean they exist in alternate realities.
Those are places that exist in our reality except for the shopped ones.
they are in the backrooms
I still think it’s amazing that there are tangible videos out there that can capture one’s vague, dreamily nostalgic memories so well. I always wanted a way to capture that feeling that didn’t involve watching old Sesame Street episodes late at night.
I think the same thing, I have a strange fascination for the scenes of Sesame Street, every time I see them I imagine that I am there too. It is as if the television screen is transformed into a portal where you can access that world and be part of the show.
i think it’s cool too
ikr!!
1:33 that ain't a dream, that's a nightmare. Alone in a dark play area is just begging for a silent hill creature to spawn out
Thanks, now you make me scared to go to those kind of places alone at night.
@@v0alm605 how you weren't afraid before is a shocker to me
@@alecperdeau650 Yeah.
if you looke closely theres a person in the picture
@@yeetaro1814 holy shit
0:52 hits different with the music
1:33 that trauma meter is very appropriate at this point
0:18 landscapes like these always make me feel uncomfortable, there's literally no where to go. Growing up in the south Im use to seeing trees all over the place, even if you where in the middle of nowhere there was still... *something* surrounding you. Then a few months ago, I took a flight to texas and the first thing I noticed was the lack of trees, yeah I know it's the desert, but the openness of it felt odd
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
@@bloodreaper_666Stop Spamming
hi miac! you are one of the best liminal space uploaders. i have a few things to ask:
1. can you make your vids longer?
2.what inspired you to make these videos?
3. how do you find these images?
4. do you pick the liminal spaces you think are nostalgic, or do you just pick random ones?
5. what editor do you use to make the light flickering effect?
6. how did you find these music tracks? i have spotted a couple tracks that you use often, like the DUN dun DUN dun DUN dun DUUN dun one (last soundtrack on this video: ua-cam.com/video/7y704nwAxyU/v-deo.html )
7. voice reveal?
8. can you do a video about old- looking photos? (title maybe: Images that look forgotten)
1. Sure!
2. I guess just boredom during the start of the pandemic, then once I started receiving attention on them I became more dedicated to the channel.
3. Through Reddit, Pinterest, or yandex.
4. I only choose images that evoke strong feelings for me, which is why it can take a while to put a vid together.
5. For the flashing light effect I just use a light flicker video overlay, then put it overtop of an image. I turn the opacity way down and turn on color burn to make it look real. (I use davinci resolve btw)
6. Typically I just scour through playlists of creepy video game music until I find something I like, but I do use a lot of music from silent hill games.
7. …later
8. I’ll consider it, sounds like a cool idea!
@@MiacDaled thanks!
1:35 there's a person over there, its no longer liminal space or scary
Wait where
@@kingofspades398 on the far right
That makes it worse in a way
Much worse you mean
@@15o5z5 Exactly
0:35 looks like a fun place to be in rn
I just really love vibes like 0:39 , it's like the physical form of those 80's/doomer aesthetics
1:30
The thing that says trauma reader makes this picture feel that it has a deeper meaning and even makes the photo much creepier
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
THIS IS STRANGE I HAVENT WATCHED THIS CHANNEL IN A WHILE AND THE SECOND I CLICK IT THERE IS A VIDEO UPLOADED 27 SECONDS AGO??????????? COINCIDENCE OR SOMETHING DEEPER???????
Hello man, others sugestions of videos to you:
+ images that Evoke the feeling of pure dread
+ Places you have visited in your nigthmares
+ 2 minutes of pure relaxation
+ (...,but its 2020)
+ How to lose your apetite in 50 seconds
+ Images taken after a apocalipse
+Images that Evoke undescovered emotions
Are just sugestions,i love your channel. Your channel its the best for experiences,it feels like I'm in another dimension
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
The man is back and ready to give us more disturbing images.
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
I think it's amazing how it detaches us from reality, giving us a different feeling even though we are "normal" images
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
@@bloodreaper_666 man I loved this text did you copy it from somewhere, or did you just study a lot? although I like it a lot, I can't be very familiar because of the place where I live, which has very different residences
I really think these are nostalgic and comforting I love looking at these because it captures a certain feel that I really enjoy
0:54 been running from someone here
0:01
That reminds me of my house when me and my family first moved in
It had the smooth walls, white carpet, brick fireplace, all that stuff that is in the image
It kinda gives the same feeling too, but also a moving out feeling, finally hearing your echo
When you join so early that it says “no views”
Good that you are here again, I needed my dose of backrooms, simulations and dream images.
tysm for uploading another one of these
He’s back
ye
These types of images make me feel relaxed in a way
I'm glad to see you again, I missed you a lot
Gosh darn waiting for another vid and you really deliver! Oh man... that one with snow and nothing in the distance is absolutely terrifying.. good one.
Me: *Dreaming*
Also Me: *Waking up and saying* - I just forgot what I was dreamin
You don't realize how much I'd love to be there
The last one was accurate (for me atleast) I was being chased by police in the mall for stealing and I fell down the escalator and woke up.
*The dream was lit tho*
There is one place you didn't visit in my dreams. Hill town! A place that the town gets a little close to each other the road goes up on the edge with safety fence
Thank you for helping me out on my channel man! You’re the best :)
0:03 I have been here in my dream wile it was turning morning on Easter in 2017 but it was dark there were cartoonish monsters and Fnaf toys everywhere.
the first one gives the feeling of when you glitch into a building in a game and its just empty
babe wake up miacdalad uploaded.
I've actually seen places like these in my dreams, especially the 2nd one. I would love to be in some of these places.
YES! Good to see you back again!
0:17 this is the place where SpongeBob and Patrick meet that one guy with the spiky shoes in the movie
Somehow i can remember my dreams, like even ones i had when i was 5, one was when i was swimming in a place where i usually have vacations, then i saw a flower, and i wanted to see it closer, so i swam closer, then i drowned. (I was 5, when i had that dream, i couldnt swim at that time.)
About the first image, I haven't seen the actual thing in a dream. But it does remind me of a dream I had where I visited a weird museum that looked kinda like that with my class for a field trip. One of my classmates pointed out the weirdness, but everyone else treated it like there was nothing odd about it.
I also had a dream about the EXACT same location in 1:35 where I was either working a shift there, or I came there with some friends. I can't remember, but all I know for sure is that I DEFINITELY had a dream about this.
the 3rd image i remember having a dream about a left 4 dead mission
FINALLY AN UPLOAD, YES
1:47 oh crap this is scary similar to a place I've seen before..
yay you posted!!
I feel so safe here
YOUR BACK!!!!!!
These places looks like come from alternative universe. Amazing video and background music!
The first one looks like one of those houses that are vacant and still being built on, reminds me of a time I was with my cousins. We weren’t doing much, and they were all girls except for me. I decided to go out and take a walk and explore the neighborhood, until I came up on a neighborhood next to the one I was in, with a deserted wash intersecting. I went over there, and it was completely empty. No people were there except me, and I just expected that all the house builders were on their break and went out for lunch or something. All of the houses were still being built, as if you could see the wooden foundations and insulation fluff that goes in the walls, along with wires and breaker boxes. I explored a few houses and then soon left. It was an interesting experience I’d say.
Decode the following words then put them in order :
iaDaMdcle :
mlinlai :
rctesea :
vdeiso :
espca :
gdoo :
If you decoded the words and put them in order you should know the sentence!
I know this was kinda random but I was bored lol.
0:34. the stair placement and the colors...
Ur posts are awesome.
0:42- HOLD ON THERES A PERSON IN THE TOP RIGHT
IKR
OMFG yaaaaaay new macdialed videos
0:00 I think seen that before in my dreams.
Welcome back
0:54 I can't believe my brother is playing drums at 2 am
This triggers my autophobia
0:50 bruh this one got me
If you look closely in the picture of 1:30, you can see a person behind one of the machines.
That sucks!
finally a new video
I live the pic at 0:24 i like it to walk in the snow at night.
1:47 oh man.. that looks so unusual
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
@@bloodreaper_666 oh-
For once tell me from where do you get these images😩😩😭😭
Links are in the description
@@MiacDaled omg thanks 😭😭
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
Oo this came out on my birthday
Finally a new video
x2, I was looking forward to it too.
1:13 yes I dreamed of that but there was Lamborghinis there
0:52 I just saw a nightmare after I slept when I was 12 years but I was scared of what is lurking on dark and I was terrified then I went through the door, However, it is not safe and it's just a long hallway and I hear someone coming down the long hallway and I was terrified so I ran and I was finding the safe room and I finally found the safe room and I locked the door to avoid someone break in the safe room and I was really scared but I don't like those nightmares anymore.
0:18
“What’s out there?”
“..every part of your mind that hasn’t been used up”
That first pic not gon lie is a nice house
1:37 there's a person there 😳
I'm haunted by ghosts in my dreams 😱
0:51 Baldi's Basics inspired music ("I like to drum!" kid in the game). 1:26 The trauma meter? What kind of kid's playhouse / play area is this? XD
Omg most of these images resemble a lot of places I've been to in my dreams which are messed up a lot due to my mental illnesses..
Chill! Oh, nope. Oh, chill!! NVM, nope. Oh, chi-.. Nope. Nope, nope, nop- OH MY GOD
1:30 lol I see a guy on the right
1:08
I remember having a dream that looked similar to that, the colors and pillars, I was in like an airport and people were running from a monster, so I decide to hide here, but then I felt because if dreams have always told me, stay the f away from the dark
1:30 He is on the right, That's actually not a demon, It's just a Human and there appears to be a black shirt with an Unknown symbol and wearing a black mask, and even he is also staring at the camera but he is still playing.
0:46
Fred
0:18 That looks like it was made with a filter or some huge light.
Veronica: Ahh I have bad dream!!!
Okay I've visited that exact bus stop but without the snow and with more bright green Microsoft background-ish hills
i love these videos xD
0:00 I went there in real life
0:00 i feel like i really visited this on my dreams before
I had a dream of being in the usg ishimura before starting off in the elevator hearing it's clicks as it moves up.
1:26 that wasn't too bad
You can see that there's a person on your right
The music at 0:50 was also used in one of the autophobia videos
Truly something I would have in a 101 fever dream.
that first one is my old house
The Ceiling is such an amazing 2kki track.
0:34 now what the hell is going on here
The concept is in familiar (not always, there may be abandoned), but disturbing spaces - dreamcore, weirdcore, traumacore, poolcore and some others (mostly rooms that were designed in the 2000s, including the interior and objects). In some of them, in some places it is too dark, which entities an atmosphere of anxiety, insecurity, this effect is especially well expressed in water pools in accordance with the depth - poolcore, and also well pumps up derealistic lighting (unreal, unrealistic), in which darkness from lighting is implausible, because the lighting itself is such that it pushes the idea that something might be there, and there will be a desire to bypass this place, + which gives a certain tension - this is a certain curvature of space, i.e. ceiling, walls, floor (basically, this curvature goes from line to line (there can be many of these lines), i.e. without arcs). Liminal spaces mean places where there are mainly a lot of people (but not always), but they are not, as well as those places that we are used to seeing at certain times of the day, but here it is quite the opposite, + with the same lack of people, i.e. playgrounds at night, etc.). The very essence lies in these spaces, which some of them give very favorable conditions for entities (again lighting, + depth in water, + closed or open space). It is the chip in them, because they are the reason for the dwelling of entities in them. But I thought it over and it seems to me that all the same, the unrealistic distribution of light, the strange geometry of spaces, architecture, the history and biology of creatures depend largely on the laws of physics inherent in it, different from our world. And we don't know exactly what other properties liminal spaces have.
As I said, there are other physical laws here, different from ours (this could also be understood by the fact that you ended up here having fallen through the textures, and yes, I attribute this property to the above aesthetics) and here you can’t do anything to them, not affect them physically. "Entities" must be avoided, because no one has yet come out of there, directly grappling with them. In fact, one really had to be afraid, to beware of dark places, because they always live in dark areas of space, separated by light; also in places isolated from other rooms. They are also present in the depth (poolcore), where the light does not pass, and nothing is visible in the depth. They will drag you to where you will never get out. They appear as humanoids, painted completely black to blend in with the darkness. They also make all sorts of sounds: they can adapt and imitate any sounds, including a human voice, in order to attract a curious and not very attentive wanderer at this time and grab him; screams; natural sounds that they make when they know that there are no people - all this happens in dark areas of space, separated by light; in places isolated from other rooms. And vice versa, they are quieter than ever in water spaces, so as not to scare off the victim when it approaches / swims up to a dark section of water, where these entities will drag it into the very depths, into its darkest section, from where it will never return home. Why immediately a victim? Because it will be impossible to escape in the water, but still, she may have some very small chance if she was grabbed from the outskirts, where she held on to something very strong, and physically the body is very developed (these chances increase for men, since their muscles grow faster and by nature there are more of them than women), in terms of strength and strong muscles, and when you break free, then run without looking back, as far and bigger as it possible.
1:36 you can see a guy on the right
Hey, its Weird have The sensation of 2000s of these images
i like to imagine that if multiuniverse exists, there is one where the whole world is made up of these images
Good! I love your channel! By the way this is an alternate channel I made cause I’m the blood strawberry guy! I’m making a non vhs liminal space channel with ten vids each one about a different nostalgia! My liminal space one is already out! I’m doing weird core, hello kitty core, traumacore, etc
WHY DID YOU SEND ME HERE???!!!
Only if I remembered my dreams
Nice silent hill 2
The first one is when you move into a different house.