MarxismIsOk
04-18-2007, 06:03 AM
Hey all,
I've had this idea for L4D for a bit of taking custom maps and adding multiple paths/endings to them. Let me explain; each map could have anything from a set of conditions(help stop contamination, use this comp, turn this valve, etc), to seperate checkpoints. Triggering(or not triggering) these conditions, or going that extra 50 yards to the other checkpoint could yield a different map then the opposite would give you. This would allow for episodic, dynamic storytelling to be going on at the same time.
Example:
Survivors find themselves on a campaign that starts them on a boat map. They must not only survive and get to checkpoint A, but also must go to the bridge and use the computer to plot a course, or you will crash. If the group DOES use the computer and survive, they go to..umm..lets say an oil rig (the closest thing to the survivors thats not mainland). If the group DOESNT use the computer, has to just bolt for the checkpoint, the boat say....crashes on the mainland,starting the survivors on a beach. I know you would need some sort of cutscene text in between maps to make this apparent, but I think that this could open up endless possiblities for the game.
Edit: I meant to emphasize, these maps would not be harder or easier on the survivors, just make the situation seem less and less in their control. There would be NO inherent disadvantage to any of the maps....the game sounds hard enough.
I've had this idea for L4D for a bit of taking custom maps and adding multiple paths/endings to them. Let me explain; each map could have anything from a set of conditions(help stop contamination, use this comp, turn this valve, etc), to seperate checkpoints. Triggering(or not triggering) these conditions, or going that extra 50 yards to the other checkpoint could yield a different map then the opposite would give you. This would allow for episodic, dynamic storytelling to be going on at the same time.
Example:
Survivors find themselves on a campaign that starts them on a boat map. They must not only survive and get to checkpoint A, but also must go to the bridge and use the computer to plot a course, or you will crash. If the group DOES use the computer and survive, they go to..umm..lets say an oil rig (the closest thing to the survivors thats not mainland). If the group DOESNT use the computer, has to just bolt for the checkpoint, the boat say....crashes on the mainland,starting the survivors on a beach. I know you would need some sort of cutscene text in between maps to make this apparent, but I think that this could open up endless possiblities for the game.
Edit: I meant to emphasize, these maps would not be harder or easier on the survivors, just make the situation seem less and less in their control. There would be NO inherent disadvantage to any of the maps....the game sounds hard enough.