Created
September 2, 2021 19:41
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Isolated from "Boring_CEDA_Notes.txt" for readability
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Goals | |
----- | |
+ Versus Tutorial geometry and attacks should lightly | |
call back to the actual official Valve maps that | |
they'll end up playing -- feel familiar, yet different | |
+ Covertly establish some transferable muscle memory | |
Dead Center and No Mercy | |
------------------------ | |
+ Most played pub campaigns by far, all maps for these | |
campaigns are hyper-relevant | |
+ Tutorial should have elements reminiscent of both | |
+ Starts immediately reminiscent of Dead Center 3 | |
Dead Air 4 | |
---------- | |
+ Boomer's starting area | |
+ Needs expanding / more differences, tease underground | |
+ Thematic "full circle" of CEDA's testing facility: the | |
player sees the "breakball" in its destroyed form early | |
on, and later gets to destroy it themselves AND wipe | |
Death Charge? | |
------------- | |
+ Mildly obligated to allow the player to get their first | |
Death Charge -- probably better to save it for an actual | |
game though, as taking a Survivor permanently out of play | |
limits where the tutorial can go | |
+ Far too frustrating to have Survivors defib the deceased | |
+ Blood Harvest 1 probably out of the question | |
+ Something like Dark Carnival 2 that only wastes their time | |
would be best... and keep the Death Charge "Achievement" | |
exclusive to actual play | |
+ A Tutorial should only, at most, reward easier Achievements | |
Both Survivor groups in one map? | |
-------------------------------- | |
+ Technically, can only go the Passing 3 route of "team 4" | |
Survivor bots which don't appear on the HUD | |
+ Technically, the game doesn't want this to be done, and | |
may having all 7 Survivors (8?) strikes me as over-done | |
Swamp Fever 1 | |
------------- | |
+ Maybe "lambda Chargers" for the other SI? | |
+ Like if the Sacrifice 1 Tank died while chained up | |
Dark Carnival 1 | |
--------------- | |
+ Only used for CEDA trailer parking area reference | |
Expired Urgency | |
--------------- | |
+ Everything here used to be hyper-active and panicked | |
+ Parish 2/5 bombing runs except year+ distant aftermath | |
Courtyard | |
--------- | |
+ Swamp Fever 4 mansion except it's all around you | |
+ Parish 2 is the best example of a thematically sensible | |
and fun gauntlet/crescendo... a "maze of tents" in the | |
courtyard isn't going to cut it, but it's not FAR off | |
since it could be reminiscent but with a LOT more CHOICE | |
+ Passing 1 park area except larger and more tents | |
+ Hard Rain 1/4 slight drizzle that comes and goes | |
+ Sacrifice 1/2 establish the skybox/lighting aesthetic | |
+ Dead Air 1/2 verticality to keep it interesting, this | |
should be a possible Survival holdout spot and be the | |
perfect Hunter/Jockey heaven | |
+ Dead Air 3 example of wider combat space with 2 holdouts | |
+ Blood Harvest 5 possible example of militarization | |
+ Surely the military lended resources to CEDA's own HQ | |
+ The Witch needs to be tutorialized somewhere, and given | |
the extent of detail this Courtyard is desired to have, | |
perhaps "stretch" out this segment by introducing Witch | |
Underground | |
----------- | |
+ Dark Carnival 3, Passing 2, No Mercy 2/3, Death Toll 2, | |
and Blood Harvest 2/3 offer good visual and gameplay | |
opportunities for the underground segment | |
+ Garage with car alarm tutorialized somewhere within it, | |
maybe reminiscent of taking the "dark right" en route | |
to Dead Air 3 end safe room | |
+ Charger/Spitter/Tank domain | |
Last Stand | |
---------- | |
+ Need to teach "obscured markers" in the Tutorial if we | |
intend to "port" these over to the other campaigns | |
DeadLine2 | |
--------- | |
+ Mostly follow "tutorial_standards_vs.bsp" name convention | |
+ At its heart, CEDA is the first Infected-exclusive map | |
Irrelevant Maps | |
--------------- | |
+ Nothing about CEDA will be Swamp/stream-related | |
+ Cities/towns/streets are not relevant, at most there would | |
be an optional glimpse of a Dead Center 2-like street at start | |
+ Dark Carnival 4's strongarm Tank horde is a gimmick or | |
easter egg and shouldn't be taught in a Tutorial... it is | |
simply far too niche | |
+ Dead Air 5 is a boring finale and a template of what to avoid | |
+ Scavenge would not make sense anywhere in this map, Survival | |
however could, but the focus is on Infected play, shortcuts | |
with regard to "Courtyard accessibility" (i.e. deadends are | |
OK for behind-the-scenes Infected but BAD for Survivors) may | |
eliminate chance for Survival... again, not a priority | |
+ Parish 2's Park Scavenge would play far too similarly anyway, | |
so thematically / gameplay Scavenge does not make any sense | |
+ Parish 4 is bombed constantly but has insignificant signs of | |
decay or destruction... so nothing to learn in that regard | |
+ Elevator rides too boring for a Tutorial, but some "lull" | |
time will be needed for Survivors to heal up, ala Dead Center 2, | |
perhaps they find their way into an armory or military setup, | |
maybe they re-gear at the center of the Courtyard? | |
+ Particle effects limited to bugs/insectswarm not pyrotechnics |
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