I'm in the process of making my first "Story" map. As it is my first, I would like suggestions on how to make it fun but challenging.
Setting
You start off in a garage/loading area in doors. The large room is illuminated by dull yellow warehouse lighting. There are two[2] military trucks that you arrived in. Take a quick look around and there are weapon crates unloaded to equip your team. Behind you is a window, you look outside and you see snow covered mountains, a helicopter, large metal container crates. You might be in Siberia but who knows. 
More Planned:
Starting Cargo Area → Surface Level/Warehouses → Surface Buildings & Industrial → Descend Into Labs(Might model it off Wolfenstein X Labs fashion) → ??? → Profit.
I do like KF-Candlesmoke but I prefer to map with less monsters and instead, build tension using sounds, lighting(darkness) and creative pawn placement. Not to say I won't add some intense firefights but I like those "Omfg, I just soiled my self *Scared*" Moments that so many games lack these days.
I plan on using a few ideas I don't think anyone has used yet. One of them is: Floor spawns
Say you are walking down a dark hall with a metal grated floor, you can see that there is space under the metal floor but it fades off into darkness. There are some spots that are sorta torn up but the player will just walk over them. Then, a few crawlers jump up from the dark hole in the grated floor and lunge at the player from behind.
After the players kill the ambushing crawlers, next thing they know is that crawlers are crawling out of every hole and crack in the wall/floor ahead of them and down other halls. *Fire Fight Ensues* Then other low tier zeds come out to join the fight.
I also may try to make the map have some re playability by having it have some "Split Paths". The players can take other halls and will end up taking paths to the same or perhaps a different ending but each path will be one way at the place where they split. Paths may each have their own way or they may eventually intertwine and then split again. Might be something worth attempting.
Last idea that may or may not be good for the map depending on how I make it. Not every player gets a medical syringe. This would require some good balancing but would make those small, short encounters worth watching out for knowing you can't heal yourself in a moments notice.
Any input/ideas would be welcomed.
Also: This WILL be a survival horror map. Darkness(Not pitchblack at all times but good use of lighting/darkness) will rein supreme here. The whole map isn't going to be guns blazing like KF-Candlesmoke but I'm going to attempt to make it so there enough action to keep the players happy and enough "Scary" to make some people jump if they play it in a room with the lights turned off.
More Planned:
Starting Cargo Area → Surface Level/Warehouses → Surface Buildings & Industrial → Descend Into Labs(Might model it off Wolfenstein X Labs fashion) → ??? → Profit.
I do like KF-Candlesmoke but I prefer to map with less monsters and instead, build tension using sounds, lighting(darkness) and creative pawn placement. Not to say I won't add some intense firefights but I like those "Omfg, I just soiled my self *Scared*" Moments that so many games lack these days.
I plan on using a few ideas I don't think anyone has used yet. One of them is: Floor spawns
Say you are walking down a dark hall with a metal grated floor, you can see that there is space under the metal floor but it fades off into darkness. There are some spots that are sorta torn up but the player will just walk over them. Then, a few crawlers jump up from the dark hole in the grated floor and lunge at the player from behind.
After the players kill the ambushing crawlers, next thing they know is that crawlers are crawling out of every hole and crack in the wall/floor ahead of them and down other halls. *Fire Fight Ensues* Then other low tier zeds come out to join the fight.
I also may try to make the map have some re playability by having it have some "Split Paths". The players can take other halls and will end up taking paths to the same or perhaps a different ending but each path will be one way at the place where they split. Paths may each have their own way or they may eventually intertwine and then split again. Might be something worth attempting.
Last idea that may or may not be good for the map depending on how I make it. Not every player gets a medical syringe. This would require some good balancing but would make those small, short encounters worth watching out for knowing you can't heal yourself in a moments notice.
Any input/ideas would be welcomed.
Also: This WILL be a survival horror map. Darkness(Not pitchblack at all times but good use of lighting/darkness) will rein supreme here. The whole map isn't going to be guns blazing like KF-Candlesmoke but I'm going to attempt to make it so there enough action to keep the players happy and enough "Scary" to make some people jump if they play it in a room with the lights turned off.