http://dbd.game/killswitch
I have a concept/pitch for a Jurassic Park Chapter
Killer: The Predator (Raptor/T-Rex)
Basic Attack (M1): A swift bite animation, representing the primal strength of the dinosaur.
Pick Up Animation: The Predator grabs the survivor in its jaws, shaking them slightly before carrying them. The animation could vary slightly between the Raptor and T-Rex for uniqueness.
Special Ability: Predatory Sprint (M2)
A powerful sprint ability that allows the Predator to lunge forward with extreme speed and precision, much like Blight's Rush.
Maneuverability: Unlike Blight, the Predator can turn sharply during the sprint, making it deadly in open areas and loops.
Collision Penalty: Hitting a wall or object while sprinting leaves the Predator stunned for 2-3 seconds, simulating the impact disorienting it. Survivors could use this strategically to force errors.
Cooldown: After the sprint, there’s a 10-second cooldown to balance its effectiveness.
Possible Perks for the Killer:
1. Primal Instinct: Your hunting prowess is unmatched. Survivors repairing generators hear intermittent growls or roars, giving a sense of dread.
2. Territorial Advantage: When near hooks or generators, your speed slightly increases to prevent survivors from gaining too much control.
3. Stalking the Prey: Damaging a generator reveals the auras of nearby survivors for 4/6/8 seconds.
Survivors' Perspective:
Survivors would need to counter the Predator by sticking to areas with tighter obstacles or jungle gyms to force collision penalties.
Stealth would play a larger role since dinosaurs would add an intense, predatory atmosphere.
Having both the T-Rex and Raptor as separate killers would offer variety while keeping the chapter exciting. Here's a breakdown for both:
Killer 1: The Tyrant (T-Rex)
Power: King of the Prehistoric
Basic Attack (M1): A massive bite with a larger hitbox, emphasizing raw power.
Pick Up Animation: The T-Rex gently lifts the survivor in its mouth and tosses them onto its back, carrying them to a hook.
Special Ability: Ground Shaker (M2):
The T-Rex stomps the ground, creating a shockwave in a cone in front of it.
Survivors within the shockwave’s radius stumble (briefly slowed and unable to vault for 2 seconds).
Cooldown: 15 seconds.
Gameplay Style:
The T-Rex is slower but has significant map pressure and control through its shockwave ability, making tight loops harder for survivors.
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Killer 2: The Stalker (Raptor)
Power: Pack Instinct
Basic Attack (M1): A quick and deadly bite.
Pick Up Animation: The Raptor grabs survivors with its jaws, pinning them before dragging them to a hook.
Special Ability: Predatory Sprint (M2):
A quick and highly maneuverable sprint, perfect for catching survivors off guard.
No wall bouncing: Any collision leaves the Raptor stunned for 2 seconds, balancing its high mobility.
Survivors hit during the sprint take damage, and if already injured, they are instantly downed.
Cooldown: 10 seconds.
Gameplay Style:
The Raptor is fast and agile, excelling at cutting survivors off and navigating loops, but it relies heavily on precision to avoid penalties.
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Chapter Survivors:
1. Dr. Alan Grant – Equipped with perks focusing on evasion and countering stealth killers.
2. Dr. Ellie Sattler – Support-focused perks, emphasizing healing and generator progress.
3. Ian Malcolm – High-risk, high-reward perks involving distraction and boldness (maybe a unique perk where he can temporarily “lure” the killer to his location).
Here’s a breakdown of potential maps for each:
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Map 1: Jurassic Park – The Visitor Center
Era: The original Jurassic Park (1993).
Key Features:
The iconic Visitor Center with its massive fossil display in the main hall.
Damaged labs and the kitchen where the Velociraptor scene took place.
Overgrown foliage creeping into the building, giving it a haunted vibe.
Gameplay:
Indoor-focused, with tight corridors and a mix of safe zones (kitchen) and dead ends.
The T-Rex paddock outside could be an environmental backdrop, with roars in the distance.
Map 2: Jurassic World – Main Street
Era: The fully operational Jurassic World (2015).
Key Features:
Main Street with ruined shops, the shattered Mosasaurus tank, and the gyrosphere garage.
The Raptor paddock as an accessible area, where generators could spawn near the cages.
Gameplay:
Open areas with wide streets, perfect for sprinting killers like the Raptor.
Dynamic elements like the Mosasaurus leaping out of the water in the distance, adding tension.
Map 4: The Long Grass Fields
Era: The Lost World: Jurassic Park (1997).
Key Features:
Tall Grass Everywhere:
A vast area dominated by tall, dense grass, obstructing visibility for both killers and survivors.
Survivors can crouch to stay hidden, but movement through the grass creates rustling sounds.
Broken Campsite:
Scattered remnants of the hunting team’s camp—flipped-over jeeps, smashed equipment, and destroyed tents.
Generators could be hidden among the ruins.
Dynamic Hazards:
Occasionally, background raptors might dart through the grass, creating false alarms for survivors.
Survivors who stay in the open grass for too long could trigger growling sound effects, increasing tension.