Mission Types
Submitted by ArgCmdr
Mission
maps are a great activity to demonstrate your creativity. But as well, that
creativty must adapt to a concept, or a basic line for the mission, that basic
line that you will vary to turn it into a storyline (or even use more than
one line fudging them in one). In this tutorial (actually more of a document
than a tutorial), you will get to know all of those lines.
Base-Building:
Base building missions are the most usual, so at the same time the less original.
Its based on giving the player an MCV so he builds a base, and takes out something
in special, or even the enemy itself. To be good enough, it must represent
a challenge, and making that happen its hard to achieve. So the best way around
it, is creating your own AI for each mission map like this, plus adding map
spawned patrols and other similar stuff (gifts, traps, allies defending you,
etc). You might also want to add building restrictions or give new building
options. I usually recommend including new units on them, since most of the
original campaign missions are of this type, and their gameplay is really
bad, as it puts no challenge. AI must be made almost unbeatable, but at the
same time exciting to play against. Just one more tip, be careful on the win
triggers. On big maps, using the Destroyed All action (11), not always works,
as some unit of that house may have got stuck off the map thus cannot be destroyed,
so either you have to seek why that happens (which can take a considerable
ammount of time), or use Destroyed All Structures, as if it is a Short Game.
Commando:
This one is the second most used (Actually shares it with semi-base). It consists
of giving the player a very limited number of units, which he will use to
pass the mission. Additional reinforcements is a usual addition, even a reinforcement
MCV, to make a Base-Building/Commando Hybrid. Usually these maps contain lots
of patrols, and very detailed terrain, making it play a role on the battle
result (remember certain objects hide units from enemy sight, its like making
your own Fallout game, or your own Commandos mission, in which every step
you take counts. These are as well, trhe favourite ones of good players. Usually
objectives are varied, Destroy X building, Rescue X person, etc.
Semi-Base:
Another of the most used in RA2, it is pretty similar to the Base-Buildings.
Map gives the player a barracks and war factory (actually, some structure
from which player can produce units), and one or two objectives to accomplish
with the units he can build from them. Red Alert 2 campaigns have several
of these, to name one, the 3rd one for soviets, or in Yuri´s Revenge,
the one where you must defend Macroshaft (in Seattle)
Rambo-type / Rage Against The Enemy / One men vs one army
These are the classical missions where you get just one unit, generally Tanya,
Boris or Yuri Prime, or often a SEAL or sniper. These use to be the hardest,
but at the same time the simpliest to make, having the ability to make a linear
development, since according to the units capabilities, player will be forced
to do just one thing. (Sniper can only go long range killing, its useless
to send him to war right away). Nice accesories are extra units, or allies
supporting you, or gathering a team.
Rescue:
These are not very used, though they can be seen often in Tiberian Sun. Basically,
its a commando mission type, but with the objective of rescueing an agent
or unit, and evacuating him (a clear and easy example is TS GDI mission 5,
where you have to rescue Tratos, or RA1 Allied mission 1, where you have to
rescue Einstein). Usually another good thing to do is adding additional objectives
as the player passes the areas, or having the playerdo something else after
rescueing his target, or even put a timer to his duties.
Defend / Ambush:
Another unused genre, the classical 5 AIs attacking a pre-built base. There
are no examples of this one in the game but the first allied mission in RA2
and thats just in part. Mission would end, for example, when a certain ammount
of time has passed, when something is online, or when a superweapon has been
deployed. And mean while, you face a lot of scripted attacks to your base
byb different areas.
Convoy:
These are very present in RA1, sometimes in TS and lost totally in RA2. They
give you an ammount of time to clear the path for a convoy to pass, or give
you control of the convoy itself to pass undetected/protect it. They use to
be very funny, and are easy to plan, since all you need are timed enemy attacks.
An example is Allied mission two in RA1.
Advance and Add:
These are a mere derivation from Commando missions, in which you start with
X number of units, but you constantly receive reinforcements, as your previous
teams get slaughtered slowly. An example is Tiberian Sun GDI mission where
you have to destroy Vega´s Hydroelectric Power plants, in which you
receive reinforcements nearly ten times (i actually think its more) during
your way to the target.
Evacuate:
Another lost genre (which i havent done either...). Its based onto making
civilians escape on transports before something happens to them. In Tiberian
Sun, and Firestorm, they are VERY frequent, but at the same time, hard to
plan on triggers (specially civilians loading and unloading conditions, when
multiple villages are in role. Its hard, but not impossible though).
Zone Secure / Riots:
Only two have been made of this type, one is in Tiberian Sun: Firestorm, the
one which you have to dissipate Civilians and Mutants from killing each other
with Riot Control Troops and Mobile EM Pulse Tanks, and one i made for AlertSun
(AS 03 - Angry Citizens) in which you use Cop Cars (which works as Riot Troops
actually, same method). They are extremely hard to code, as its scripting
takes too long if you are not patient. With this kind of mission combined
with another one, you can easily get to having 500 triggers in your map.
Finally just a note. Base-Building missions are currently the most made. But
they mostly end up being and undercover skirmish (like the ones in the original
game) which represent no challenge at all. So remember, if you will give a
go at making one of these, youd better put effort on it. Most of the already
made, are ALL one more boring than the other one.
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