Mission Design Tips

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Mission Design Tips

While the technical aspects of a mission creation is well covered by Fidcal's excellent A-Z map creation tutorial, there are other non-technical things to be considered when creating a TDM mission. I'll try to point out these things in this article. I welcome others to add more to this. And please note that some things herein are a matter of taste. The idea is more to make people think about these design elements. -Sotha

Preparing for mission building

It is always a good idea to think in advance how your mission flows. You should have a general idea what you're doing before you start mapping. Have a scetchy floorplan. Find some images for inspiration from the net. It is much easier to create a scene from an image than from your mind. Think about the plot. If you want an elaborate plot, you should think some kind of beginning, a turning point (the point of no return) and the ending. You do not need to think everything before mapping, but when your mapping project has a good foundation it is much more easy to stay on target and not get lost in trivialities. With a good plan, you *will* save time and your nerves. Remember nothing forces you to stick with the plan if you have an even better idea. But in order to get something done, it is better to stick with the plan and record the brilliant idea somewhere so you can use it in a later mission.

Creating Basic Geometry

Try to avoid linear maps. Make the maps such that you can access common areas through multiple routes. The critical areas probably have smaller amount of entries.

It might be a good idea to lay in few brushes according to your floorplan and check how it is going to work. Place an AI as reference so you see how the floorplan scales to a human being.

While mapping, write down all ideas you get while working on your map. You might get some cool location or plot elements, which would be a shame if you forgot them.

When building the geometry or planning it, try to make it realistic. If people live in the region you create, there should be conveniences people require: sustenance, shelter and convenience. Create the rooms in a purposeful, logical locations. Like in real life, each room serve some kind of purpose. Try to relay the meaning to the player. Doing this makes your locale believable, which is important for immersion.

If you find this difficult, check the net for castle/manor/crypt floorplans. Note that which rooms are where. This will get you on the right track.

The Plot

Good missions usually have a plot, a story being told by the location the player is in. The plot (in addition to the geometry) sets the mood and atmosphere of your map. A desperate survival story in a haunted tower? Political intrigue and blackmailing? A common burglary? A setup? An ambush? A pickpocketing heist amidst celebrating nobility?

To create a solid plot you need to answer the following questions, some questions deserve multiple answers: What is the mission about? Where is it located? Why these things happen? When? Who is involved? Why should the player / main character care?

When you have a good idea what is going on, you need to convey the plot somehow to the player. Place readables, maybe AI conversations. Put in clues in your rooms. Have the villain AI slay the prince as soon as the player sneaks by. Let the villain drop the piece of parchment. The plot should steadily build up tension until the final clue hammers in with it's horrific implications. Remember to place the plot elements logically and realistically.

Try to create such a plot it does not require you to limit player progress too much. Do not let the plot ruin player/gameplay fun. The plot is there as an fun amplifier.

Note that the mission might not have a plot per se. If the player explores an interesing location, the plot might be the location telling it's story. Why was the underground temple built? Who does that mysterious statue portray? Providing such information increases your maps suspension of disbelief, making it far more interesting than just another place to loot.

Try not to cram one mission too full of plot. Why not divide the plot over two short missions? Remember, while a single Thief 1 mission had it's own plot, it progressed a bigger plot that overarched through the whole game. Typically the single mission length plot is not very long or complex.

Gameplay and Design

Your mission is for a game. Games should be fun, not frustrating. When creating something, ask yourself: "If I was playing this and I didn't know whats coming, would this be fun?" If the result is a 'no', then modify until you get a 'yes.' Ask this question very often. This question is probably the most important advice in this article. Write it down somewhere and look at it when you map. ;-D

Puzzles and Hidden Objects

Always bet on stupidity. People will misunderstand clues and riddles, so make them seem easier rather than difficult. What seems too easy for the map creator typically is challenging for the player. If it is challenging for the mapper it is most likely impossible for the player. I am not implying players are dumber than the mappers! Mappers know their own creation very well, and it is difficult for them to estimate whether their creation is challenging enough when viewed from the outside. Usually external view is more difficult than the mapper view. Take this into account when creating puzzles, hidden compartments and hidden keys.

Keys and Non-Pickable Doors

Non-pickable locked doors are very dangerous elements. You can ruin your mission with these. Use them sparingly! This kind of door is a plot/mapper imposed obstacle, which requires the player to do things in the order the mapper wants. It may be vital for the plot, but remember that the player *will* be frustrated if he misses the key. Put in clues to lead the player to the key. Put the key in an obvious place so the player will not miss it. Put the key in a logical place!

Think about other options: you could put a difficult pickable door instead of the non-pickable one, place a guard and a nonextinguishable light. Have the guard go for a short patrol, but so short the door cannot be picked while he is gone. Let the patrol be long enough for the player to easily open the door with a key. The player can go there if he/she wishes, but it is much easier with the key. Let the player enjoy your location in the order he chooses. Give player options, but have the options have consequences.

Ladders

Since AI cannot use ladders, they are a player breather element: a place to run away. Thus they should be used sparingly. Alternatively, you could use monsterclip brushes to allow the AI to follow the player. Keep in mind the opposite when designing your mission: the player should have at least some kind of escape and hiding place if things go awry.