Realistic Mountainside Ascent map
Abstract Underwater Exploration Map
Floor Plan Doc
Sea Cave Level
Section
A
The
player is dropped into the level from a hatch. The character falls into the
water and will be forced to dive to find the exit. Section A contains one of
two exits. Directly above the first exit is a gap with a jet stream sucking in
and blowing out at intervals. At the back wall of the gap, behind the jet
stream is a wall of sea anemones that shock and paralyze. Below the entrance is a solid wall that
continues into section C. Once the player steps through entrance, immediately,
the floor should give way to another room. In this room is a chest and an
enemy.
If
the player continues to follow the main path, they will come to a fork in the
path that runs up and down. At the top is an anemone and a path that continues
into section B. the road that runs downward will have a jet stream blowing out
from a gap at the bottom; leaving a small place for a chest.
Section B
When the player enters section B
they will enter from section A. there is a cross bar that splits the room in
half. At the far right is an isolated room containing an enemy and a chest
sitting on a ledge. This room is accessed by following the main room down
avoiding two anemones on the wall of the room partition. An enemy will be
patrolling back and forth, between a gap and an anemone. Two rooms flank this
gap. The one above will be guarded by an anemone and contains a chest. The room
below will have two anemones flanking either side of the room. If the player
continues on the main road they will hit a floor, and will have to choose to
swim right to the isolated room or left into section C.
Section C
In order to find the entrance to
section C, the player will have to follow the wall coming from section A down
to the bottom of the map. This area is guarded by three enemies. The solid wall
should eventually give way to an entrance guarded by anemones. The player will
have to swim through six anemones flanking the walls of a narrow path. This
route leads directly to the exit room; which has a jet stream blowing from
directly above it. There should also be an anemone guarding the exit room
entrance.
The exit door is locked and can
be opened by obtaining a key in a room just above the path infested by
anemones. This room should be large and have an enemy patrolling in and a key
in the far corner of the room.
Mountainside Ascent Level
Section A
·
Player enters on rocky road.
o
2x falling rock traps separated by small
clearings.
·
Path dips east and bends west.
o
A small fork in the road is located in the
center of the bend.
§
Entrance is blocked by fallen/loose rocks
§
Small path leads to small round clearing
§
1 x enemy encounter
·
Following the path west.
o
Further in; near the end of the path is a hatch
to a ladder
o
Small room at bottom of ladder
§
Enemy encounter
§
Healing herbs
o
Road bends back east.
§
Enemy encounter on the bend
o
The road going east is clear and leads to
section B
Section B
·
Road leading from the east bend of section A
runs into a fork
o
East and west roads are choked by branches and
bushes
§
2x branches/bushes
§
West road loops behind main road
·
Encounter
·
Then a ladder up
·
Healing herb
·
Player must jump down from a wall.
§
East road
·
Small path leading to a clearing
·
Hatch sitting behind enemy encounter
·
Ladder down
·
Small path the leads to a section C
·
Main road leads north and bends west
o
Is clear until east bend that takes road east.
§
Rockwall
on west side
§
Road going east is blocked by loos rocks.
o
Path going east bends north after a few yards
and goes into section C
Section C
·
Entered from hidden path in section B
·
Path leads to room
o
Encounter x 1
o
Healing Herb x 1
·
Ladder on back wall lead up
·
Room entered from ladder hatch
·
Path winds wests
o
Rock traps separated by encounters
§
2 x encounters
§
2 x fallen/loose rocks
o
Path ends in bushes/branches
o
Path dips into small clearing which leads to
ladder
o
A clearing after the ladder
§
Encounter
§
Rock trap at exit
·
Small path leads to north bend that takes
players to the exit.
o
Encounter stands in front of it
o
Loose rocks fall as player rounds the bend.


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