I recently played
The Critter Campaign by BounceHimUp and, though it's not complete, it showcases an impressive amount of modwork to create a very unique and atmospheric approach to level design. I don't agree with most of the decisions based on the way they were executed, but the effort is certainly palpable. The reason I bring this up in this thread is because I'd like to talk about level design, specifically when it comes to what makes a typical micro mission in BW intolerable for me to play. I don't think that my viewpoint on this subject is the most common, and might not even be all that fair due to my own bias towards build and destroy, so I'd like to hear what you guys think.
The second playable mission in The Critter Campaign is an hour+ long micro mission where you use hackers (civilians with lockdown), Dr. Marko (hero ghost with a modified attack and defensive matrix), and a few standard marines with stim pack to complete most of the challenges. The first and most obvious new mechanic the campaign makes use of is a permanent layer of fog of war that only effects the installation tileset. It doesn't matter if you've explored an area - if you don't have active vision of it, you don't have
any vision of it. This immediately strikes me as a polarizing mechanic, because some people might feel very on-edge (in a good way) and immersed in the feeling of exploring a facility and not knowing the path you took to get to where you are, while some people will fucking despise the fact that you have to guess where to click when you inevitably have to backtrack upwards of 15 times in the mission's runtime. Guess which side of the fence I was on?
Some tileset editing has also been used to improve doodad variety and add a small set of lights near doors and other interactable objects. I suspect that the set of lights is actually a unit that plays the 'on' animation (toggles from red to green) when its doodad state is enabled or disabled, but regardless of the particulars, it works and doesn't require much explanation past the first time you encounter it. I still would have appreciated some intuitive form of explaining that to the player, as there are so many custom assets in this campaign that I found it hard to even notice the light set at first, and then had to condition myself into looking out for it in the future. Nonetheless, the campaign still makes use of colored beacons to denote where you need to bring hackers or your hero for story events and other such progression, so it still feels like a classic BW installation map, despite being significantly cooler. I would have liked to see some other way of showing the player where they're supposed to go, but my expectations are definitely lower in a fan-made campaign than a triple-A title.
However, one thing I find inexcusable is 'gotcha' moments, and most micro maps I've played make use of these, either at critical moments or just in general throughout the entire map. This mission was no different, and in fact made extensive use of 'gotcha' moments, much to my distaste. There is a moment where, as you approach the final boss, you enter into a room with 3 turrets and a few enemy spawners. By this point, you know how to handle this - but after you clear out the turrets, 4 more spawn on top of your units, and another wave of them spawn after those are dealt with. This was the only point I was forced to use cheat codes, though I suspect that if I had the foresight to know exactly what was going on and I had saved all 3 of my hackers so as to keep energy for lockdown, I may have been able to pass this point without so much trouble. Even so, there should be enough information effectively communicated to the player so they know that the possibility of a threat can exist, at the very least. Spawning turrets with 400 HP on my units just doesn't get the job done.
Despite all the frustration that I experienced during this mission, it was certainly memorable, and some moments in particular stick out to me as exceptionally cool, such as the modding of the Disruption Web graphic to create a water-like effect that the creator mixes with a blood effect to visually craft the stuff of horrors. I can't say much more about the cooler moments of this map without spoiling what little intelligible story there is, but suffice it to say that there are a number of moments to this map that deserve praise, even if the vast majority of my experience was negative.
What are your opinions on how a commando mission should be crafted? Do you think it's possible to get away from 'gotcha' moments and other instances of fake difficulty while still adhering to the limits of BW's engine? This question will probably appeal to some of the RPG enthusiasts as those maps typically involve commando-style gameplay, even though the medium is far different than that of a campaign. What are your thoughts?