mapping and story

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
so a map concept i'm working on has provoked a thought, what if the map told a story, what if i could make it a standalone with new characters but still in the TF2 universe, and what if the player could learn about this story though stuff in the map, like some photographs or blood in certain places, almost like a game of clue...but then a new issue is encountered, how to make someone see a story in the middle of a war?

i am writing this in the hopes of not only getting an answer but also in the hope of starting a conversation.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
647
1,197
I think just having little tidbits being found by the player themselves is better than pushing it in their faces. Kind of like how Decoy did it, you can find how Soldier got the area in the first place (That may be a bit of a bad example since it's MVM with down times).
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Well, the game is a multiplayer shooter with no story-driven campaign of any kind, so players are gonna expect to fight without paying much attention to the tiny details. You have to be careful with tiny details too, because a handful of people turn off decals and decrease texture resolutions in favor of performance. Whatever story you tell, it'd have to be something big and obvious that the player can glance at while running or fighting. You know those slower moving theme park rides that tell a story as you ride through them? I think those are a good example. Sadly, I don't think many who play this game wants to stop and think about clues. Players will always spawn with a gun in their hand so they'll shoot first, inspect small clues later.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
well :/ i think i will do it anyway, perhaps one or two stray players will find it.