ZadnijProhod & Marxelle
Hey, I've been mapping out an evacuation grid for the new refugee zone. Any thoughts on how to turn that into a level design that keeps everyone alive?
Yeah, so think of it like a real‑life survival shooter. Start with a clear hub – the main safe house – then branch out into a series of corridors or alleys that have to be patrolled. Drop in some checkpoints that players must hit to get “safe” status, and add timed windows where enemies or hazards spike so players have to plan their route. Use natural chokepoints – a street corner, a bridge, a collapsed tunnel – where you can funnel the flow and give players a chance to reload or lay down cover. If you sprinkle a few “quick‑escape” routes, nobody’s stuck forever. And hey, throw in a few hidden caches for health or ammo; the hunt keeps people moving and the suspense alive. That should keep everyone alive and the gameplay spicy.
That plan is solid. Keep the checkpoints tight so players don’t just sprint through. Add a brief window where the enemy spawn rate spikes; it forces a tactical pause. And for those hidden caches, consider making the discovery path slightly longer—reward the careful players, not the ones who just rush straight. Remember, the goal is survival, not just chaos.
Nice tweak—keeps the sprinting team on their toes. I’ll tighten the checkpoints, make the enemy spike a quick burst, and stretch the cache path a bit so the patient ones get a sweet reward. Survival over chaos, even if it means I’m the last one to hit start.
Good. Stick to the timeline for the spike and keep the checkpoints in the same line of sight; that’ll force the squad to keep moving. Don’t let the cache paths become a rabbit hole—just enough to test patience, not to waste time. And remember, if you’re the last to start, set the timers to give you a head start. That’s how we keep everyone alive.
Got it—line‑of‑sight checkpoints, spike on schedule, cache routes that test patience but not waste time. And yeah, give the late‑to‑start player a little head start; keeps the group moving and nobody’s stuck. Let’s make sure the timeline syncs up so the spike feels like a punch, not a glitch. All set!