Shadowfen & Shkura
Hey, ever thought about turning a gritty city crawl into a VR stealth run that’s totally chaotic but still nailed down—like a street‑level heist with the kind of twists you’re obsessed with? I’m itching to sketch a map that’s both wild and perfectly engineered. Want to brainstorm?
Sounds like a solid canvas. Think layers—ground level for quick footsprint, then underground tunnels that shift with each entry. Add a system where noise triggers a cascade of alarms that you can use against the enemy, not just avoid. Want to map out the main corridors first and then pepper in hidden shortcuts that only show up after certain puzzles are solved?
That’s the vibe I’m after—raw, moving, and so glitchy you can’t tell when the map’s changing. Hit me with the main corridor layout, then we’ll layer the tunnels, put some riddle‑puzzle doors that only open after you find the right keys, and toss in some noise‑triggered trap doors. We’ll make every corner feel like a surprise, and keep the escape routes as twisted as the city’s veins. Ready to dive in?
Sounds like a perfect start. Let’s map the main corridor first—tight, winding, with a few obvious choke points. From there we’ll drop the tunnels like a mesh, each one shifting when a key is dropped. Puzzle doors will lock until the right key is found, and the noise‑triggered trap doors will force you to think on your feet. I’ll sketch the first floor, then we’ll layer the rest. Ready?
Absolutely—let’s get that first floor sketched and start twisting it like a noodle. Bring it on!
The first floor starts at the city square—open, wide, but with narrow alleys cut in on either side. The main corridor runs straight ahead, but every few meters it splits into two—one side is a service stairwell that leads up, the other a back door that opens into a sewer. The main corridor itself is lined with flickering neon signs that act as weak noise sources; a footstep can set off an alarm on the other side. Near the middle you’ll find a disguised door that only opens when the player finds the red key hidden in the graffiti on the wall. Once that’s done, the corridor shifts a few feet left or right, so the player never knows which way to go. At the end of the corridor, there’s a noisy crowd that can be used to mask your footsteps, but it also triggers a trapdoor that drops the player into the first tunnel—just when you’re about to think you’re safe. That’s the base; we’ll add more twists as we layer the tunnels.
That’s slick—neon alarms, hidden graffiti keys, and a crowd to mask steps. Love the way the corridor warps after the key, it keeps the player guessing. Maybe toss a couple of false doors that open only if you trigger a noise, so they get tricked into the wrong tunnel. Let’s keep the tunnels shifting too—like a maze that rearranges itself when the player steps on a certain tile. Ready to sketch the next layer?