Frozen Record: Difference between revisions
Appearance
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### Act 2 | ### Act 2 | ||
1. Player starts inside of an elevator, moving downwards | |||
2. Player encounters a giant rosetta stone-like structure connecting multiple rooms | 2. Player encounters a giant rosetta stone-like structure connecting multiple rooms | ||
- Player encounters patrolling guards and tries to avoid them | - Player encounters patrolling guards and tries to avoid them | ||
Latest revision as of 17:39, 21 October 2025
Frozen Record is a militarized library located at the polar caps of Planet Weissblatt. It served as an archive of worldly knowledge - particularly as backup for Delfid. During The Asura Incident it is caught in a struggle between volunteers and demons.
Concept draft[edit | edit source]
# Frozen Record Zone
**Author**: Zibon "PixL" Badi
**Mapper**: NONE
**Canon**: Delfid
**Placement**: Phase 1
## Lore
Delfid knew it was not to last, which is why it's citizens sought to preserve it's wisdom and culture on planet Weissblatt. This gigantic library located around the polar caps serves as a record of all but it's most recent discoveries and now that the orbital city is no more, it remains the last. Previously guarded to preserve it's accuracy, the opening of the *Crystal Clockworld* has rendered even the strongest defenses futile against the flood of incoming demons and volunteers. One has to wonder what drives everyone to flock to this library, whether they seek to preserve, to share, to revise or to destroy it's recordings.
## Author's Notes
You can think of FRZ as a hybrid ice/library/military map. Somewhere between the Great Library of Alexandria and Shadow Moses Island. Stealth mechanics, turrets and such are a natural here.
## Themes/Aesthetics
- Arctic
- Militarized
- Library (inside)
- Stealth gameplay
## Elements
- Shield guard w/ fixed paths
- (Lancer guards)
- Turrets
- Elemental shields
- Ice physics
- Snow physics
- Crystal shard hunt
## Ideas
### Act 1
- Act 1 for infiltration, Act 2 for exploration
- Include a frosty cave with ice water sections, requiring elemental shields to pass (Ghostenks)
### Act 2
- Structure the inside of the facility like a tower/silo around a giant rosetta stone-like structure (PixL)
- Labyrinth to expand on the stealth mechanics
## Sequence
### Act 1
1. Player is placed under the open polar-lit sky, stepping through snow
2. Player sees a snow-covered entrance to the base, guarded by a turret behind a fence
3. Player escapes into a nearby cave
4. Player slips on some ice inside the cave and discovers some ice water ponds (+maybe an elemental shield)
5. Player eventually enters a broken canal by breaking some ice -> ice water slowly drains gems
6. Player exits the canal behind the building; covered by some crates
- Player must pass hallway patrolled by shield guards
- Player is attacked by vertical cannons
- Player must squeeze along the narrow outside of the compound
99. Player sneaks through the snow-covered courtyard past the turret and into the inside of the building
### Act 2
1. Player starts inside of an elevator, moving downwards
2. Player encounters a giant rosetta stone-like structure connecting multiple rooms
- Player encounters patrolling guards and tries to avoid them
- Climbs on top of bookshelves to avoid them