Areas & Bubble Diagram - czbbbbb/Single-Player-Map-Design GitHub Wiki
Bubble Diagram

Level 1: The False Church
A. The Nave
The core false memory. It contains pews, a main altar, and fresh candles. This was a simple place of worship, but it is not what it appears to be. Everything is pristine and smells of incense, but the atmosphere is heavy. As the player investigates, they must be on the lookout for auditory, a quiet sound of a massive fire that doesn't match the new construction.
Gameplay: One combat encounter.
Enemies: Introduce simple enemies hiding in both hallways in the area.
Element: The front doors lock behind you as the Falsehood reacts to your presence. The first encounter is in the open pews; the second occurs as you approach the bell area.
B. Bell Area The key that give access to the Office is placed in the Bell area, the player must navigate there to obtain the key and go back and open up the Office.
Gameplay: Two combat encounter.
Enemies: Introducing the player to ranged flying enemies (Wizard), and a melee enemy (Knight) acting as ambush.
Element: Simple combat, introducing the player to the ranged flying enemies, and ambush.
C. Office
This represents a baseline of life detail, contrasting with the horror to come. It contains a cot, a desk, and a simple latrine bucket. Before the player, the Sexton was stationed here, monitoring the CCTV. Recently, he was consumed. The player must look for a key or lever here, which activates the hidden mechanism leading lower. The Twist: A steaming, fresh meal is on the table, still warm, even though the room should be a burnt husk.
Gameplay: Puzzle and resource gathering.
Pacing: Safe/Break.
Element: A small picture puzzle. The player must find the button to open the passage behind the bookshelf. This provides a narrative beat before the descent.
Level 2: The Infrastructure
D. Utility Cellar
The main connection point between the human world above and the monster world below. It contains a boiler, water pipes, and a coal chute. Its style is cold and functional. Recently, the boiler ruptured, and now it is leaking ash instead of water. The player must watch for monsters (zombies) that have crawled up from somewhere.
Gameplay: one combat encounter.
Enemies: No new enemy introduced.
Element: CQB interaction, one enemy hiding around the corner and need to be checked.
Level 3: The Crypts
E. Mortuary Preparation Room
This area is dimly lit. It contains stone morgue slabs and medical tools. Its style is ancient, cold. People once came here to prepare the dead, but recently, this room became a slaughterhouse.
Gameplay: One combat encounter.
Enemies: Introduce the Zombie enemy, acting as recently dead people rising back to life.
Element: A short combat encounter transition to the next area, mainly focused on environmental story telling/atmosphere.
F. The Ashen Church
This area is permanently burnt and never reset, revealing the true extent of the recent horror. Somethings are flipped, extend, even more dangerous with more encounters, as well as, numbers of enemies.
Gameplay: Four combat encounters.
Enemies: Introducing all types of enemies (now adding their Elite version).
Element: A gauntlet challenge, including: platforming, and combat.
G. The Other World
The source of everything. A massive, blank space in another dimension. In the center, a bonfire. The player will rest here, waiting for the being to come and collect them, and take them to the next adventure exploring the cause.
Gameplay: None, ending.
Enemies: None.
Element: This area exist as an end screen to the map.