You can use constand node to match coordinates of what different shots you want the camera to be. Use two NULL comps one for constraining the camera and the second NULL comp located in the middle of your scene so the camera is looking at the same spot whenever it moves. You can use a switch chop with all the constant coordinates attached to it. have the switch parented to the x y and z to the NULL comp your camera is constrained to.
Here is a toe file to show you what I mean. Its simple and you can add more to it to suit your needs. Use an LFO to cycle the switch to change camera locations that are linked to the NULL for xyz and Rxyz. You can change the LFO speeds to also ensure you increase the LFOs amplitude and frequency to match how many coordinate constants you have. In this case I have 3 and the switch starts at 0, so the lfo Amplitude and offset are set to 4. You can set them higher without more constants in the switch, this will just keep your camera on the last input coordinates longer until the lfo goes back down towards 0. Enjoy, happy building and kick some butt!
In the toe file the particles are up high and a luma blur attached to a depth top. The luma blur is set reeeeally high (1200) to get the blown out light look. So if it runs slow on you just turn the luma blur down to 100 and particles birth to 500 or lower and it will run smooth for you. If you want to keep the setting cranked to output better looking visuals, record with Realtime OFF. And set your Bitrate mode to Constant HQ with a bitrate of 50 000 or higher for both Peak and Average bitrate. Your visual will run slow but will play perfectly smooth on playback with No dropped frames. Happy building