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

Bubble Diagram

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Level 1: The False Church

A. The Graveyard

This is the entrance falsehood. It contains simple stone markers and a lone, static CCTV pole. Before the fire, this was a forgotten plot. Recently, it was a scorched pit, but today, the grass is inexplicably lush and green. The player should look for the contradiction—the unburnt grass against the charred CCTV pole. Who or what has the power to reset only this section of the world?

Gameplay: Navigation and investigation.

Pacing: Safe/Break. No enemies.

Element: The player explores the scorched grass vs. the pristine church. This is a quiet beat to establish the atmosphere and the isolation of the middle-of-nowhere setting.

B. 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: Two combat encounters.

Enemies: Introduce simple enemies (Zombies) wandering around 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 altar.

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 locked door puzzle. The player must find the button to open the passage behind the altar. This provides a narrative beat before the descent.

Level 2: The Infrastructure

D. Belfry/Vestry

This is the vertical physical path down. It contains narrow stairs, a bell rope, and supply cabinets. Its architectural style transitions from modern wood to older, medieval stone masonry. As the player descends, the new False Church's reality is failing: the drywall and plaster are peeling off to reveal charred wood underneath. The player should listen for the wind whistling through the soot-stained bell tower above them.

Gameplay: Platforming and one combat encounter.

Enemies: Introduce Ranged enemies, attacking from above in the rafters.

Element: The path is a tight spiral staircase. The twist is the peeling reality; as the player descend, floor segments crumble, requiring careful jumps.

E. Utility Cellar (The "Plumbing")

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: Three combat encounters.

Enemies: Introduce Ranged enemies, shooting from behind the leaking boiler.

Element: CQB interactions, players must get close due to the amount of objects inside the room, navigate around each covers and fight off the threats.

Level 3: The Crypts

F. Mortuary Preparation Room

This area is permanently burnt and never reset, revealing the true extent of the recent horror. It contains stone morgue slabs and medical tools. Its style is ancient, cold, and entirely soot-covered. People once came here to prepare the dead, but recently, this room became a slaughterhouse.

Gameplay: One major combat encounter.

Enemies: Introduce the Heavy Enemy, guarding the preparation slabs.

Element: The path behind you closes via a falling iron grate. Forcing the player to handle high-health targets in a confined arena.

G. Lake of Ash (End Destination)

The source of everything. A massive, cavernous space beneath the church, carved from raw earth and stone. It is a true ossuary and dead destination. In the center, a powerful, pulsating, eldritch artifact floats. This object is responsible for re-projecting the perfect church every single night. The entire floor is a literal, deadly lake of ash, which the player must cross to reach and neutralize the corrupted eye that is in control of this place.

Gameplay: Multi-wave encounter and boss element.

Enemies: All types.

Element: Pacing reaches maximum intensity. The player must navigate the Lake of Ash (hazardous floor) while the Artifact periodically summons enemies. The Twist is the shifting reality—the room flickers between the pristine church and the burnt cavern, changing cover positions mid-fight (This is a place holder element since Quake 1 engine is ASS.)