TrespasserGuy wrote:Whoa, that map concept looks pretty amazing
I like this idea, especially the one with the dock, which will allow us to make
- Spoiler: show
- that boat related ending.
EDIT: Oh also, thanks
That's exactly what I was thinking as well, everything is in place to set up all of the objectives I suggested in that case, and there is still plenty of space for whatever creative ideas come to mind as we go.
And, you're right. When the anniversary passes we can just go back to the large mountain idea, but for now, this other plan sounds better and feasible.
Yeah, precisely. The big space in the top-left will be empty in the current level, so we can still add in the big mountain there instead when we have time. Not sure what would go up there if we use the helicopter ending as well though. I think it would look cool there as well, visible over the hills in the distance throughout the rest of the level.
Hmm, what about having the boat be the only escape from the level? We would have to find a different use for the mountaintop station instead, but it would ensure that players have to explore the entire level to finish it. That way we only have to script one ending as well.
The sequence of events would then be such (The facility on top of the mountain would be a breaker-building of some sort, and the "?" building on my map would be a security building).
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- 1. Find Geo Plant passcode, or sneak in through the back.
2. Restore power at the Geo Plant (while the T-rex harasses you).
3. With power restored, open canal floodgate to lower water level in canal. Get key to Mansion from canal.
4. Enable master security override from Mansion to get into mountaintop breaker building.
5. Activate Mansion gate breaker so that it can be opened.
6. Find the boat at the docks. Boat needs fuel. (could include a note nearby saying something like "John Doe was on his way with fuel for the boat from that bunker in the paddocks a few hours ago."
7. Unlock paddock gates from security building.
8. Get fuel from paddock bunker.
9. Refuel boat (maybe you have to hold off a pack of carnivores or something while it fuels up?)
10. Escape!
All of these things would need to be clearly communicated, of course, so that the player doesn't just wander around randomly trying to figure out what to do.
Thoughts on this sequence?
I personally don't really like the building atop the mountain being a breakder building, but I can't think of anything else to put up there, and we definitely want to ensure the player heads up there for something. My goal with these summaries is to ensure that the player must visit every major location in order to finish the level, while also trying to avoid backtracking as much as possible. Any ideas?