Excellent point. Now making a similar visual cue for the auto-trigger rooms is the hard part. Anyone with a good idea?
I got two:
* A block that looks like an alarm system somewhere inside the room that has enough hitpoints so no normal player can destroy it in one hit. The disadvantage is that even this simple idea needs devs time. If you hit the box, the auto-trigger area has to trigger as well. If not, players will except that they can destroy the box and then enter the area without trigggering the zombies.
* If that alarm system block looks already well destroyed, you could argue that the rest of the alarm system must be hidden somewhere and still working. Now I would bet that most players won't make that connection until they have seen it dozens of times. For me an audio cue, i.e. an alarm sound going off the moment you enter the auto-trigger zone, would be preferable because everyone will get the right idea the first time.
I like the alarm system idea.
From the top of my head, I've thought of a couple, might be able to come up with new ideas later, but for now they are:
- Pressure plates. One of the most underused systems in the game (I believe.. as I never see people using them - probably due to the fact they used to be bugged and cause lag) could be reversed to actually being used: Let's say that now-late-survivors tried setting up defense mechanisms to warn them about zombies coming in.. well, they perished and now they are zombies trapped inside their own safehouse and we activate their traps. (Could also be trip wires, but I figured pressure plates could use some love and would be more interesting if you could make them blend in with the floor - have them painted with the same color and blend in with plate blocks for height accuracy)
- Barricades. This would sort of ruin the idea of intended unobstructed path, but it could be used in a way that fits a concept: just like the ide above, former survivors barricated themselves in an area, they still perished and now are the zombies in there. You have to break through their barricades in order to advance, but in doing so, you wake them up. We already have barricades in the game, but they serve no purpose other than to block an unintended path, so I figured we could step up their game and bring in a little more meaning to them.
- Defect Blocks. You know those rotten blocks you step on and they give in into the ground? (not the ones that drop you into the basement or anything like that.. those that are just 1 block deep - usually found on small houses) What if the sound of those blocks breaking would wake up the zombies?
Another related idea would be having defected blocks fall whenever you walk into an area (either by setting up a trap or just the vibration of your footsteps on old wooden floors/walls) and that would trigger the zombies. After all, a falling block makes quite some noise.. you destroy POIs/drop mine and you'll see it even calling screamers because of heat/noise.
- Hubcap mines. With either some sort of alarm triggering or acting like a flashbang. Nothing that would actually harm you, but would draw attention. Just thought they only seem fit on military camps and are poorly used on any other POIs designs.
- Warning sign: the good old visual clue left by a survivor that had been there a long time ago and barely escaped alive: "DEAD INSIDE" written off in blood on a wall. Well.. at least you were warned, right? (easy to make: just a texture paint, could even be used for memes)
And last, but not least, following up on this idea:
I do agree that a simple audio queue would be best here but would have to something outside the player control. For example a zombie sound
- A POI Screamer/Siren/Witch (L4D2): The main concept would be having a zombie in an area that you NEED to go through (forcing confrontation, as intended by the devs when making aggro rooms). She's not sleeping, but she's just standing there. If you bother her or she sees you, she screams, waking up all zombies in the immediate area. This area would be all steel blocks with room for hidden sleepers (avoiding cheesing).
If you really wanna appeal to stealthers, have her hidden or surrounded by blocks. I dont know if there's a way to code that but literally the only way to kill her and prevent her scream would be:
-> To 1-shot her it would require a shot in the head with damage (output) requirement equivalent to having hidden strike 5 + steel arrows + at least an iron xbow/wooden bow Q5 or 6 worth of damage.
->There's only one very specific angle for you to be able to hit her in the head.
Once she's triggered, she loses this coding, screams and is just like any other zombie - statswise.
I've been nurturing this idea for a while and I know it would require designing a new zombie, but more variety = more GG, right?