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Isolated from "Boring_CEDA_Notes.txt" for readability
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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