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SDOE Mission Making Tutorial - Part 1
by Scott Verge

Good missions are an important part of a combat simulator. Even more so with Fighter Squadron: The Screamin Demons Over Europe, better known as SDOE. Without a dynamic campaign in SDOE, mission creation has been an important factor. Others and I hate the regular old Furball Massively Multiplayer On-line Simulators. A well-developed set of missions can make a night of flying all the better. This mission making tutorial should get you into the swing of mission creation smoothly and quickly.

By the end you should be able to do almost everything possible, but even an article as mammoth as this can’t cover everything. Visit the forum at www.fightersqudaron.com for further ideas and help. And remember there is a small help file in the form of an HTML file on the CD.

What makes a good mission?


You could learn all the ins-and-outs of the game's mission editor and make missions that work, but they are not guaranteed to be fun. Since fun is what we are after you have to ask yourself what makes a good mission? Keep these points in mind with every mission you make.

Balance
Well that can be a lot of things to different people but I can outline some important stuff. The first one I will mention and my basic outlook on life is Balance. No one likes a one-sided fight or at least not often. The more balanced your mission, the more fun, longer, and more difficult the mission will be for both sides. Of course there is a place for unbalanced missions. Two instances come to mind: when exceptional pilots want a outrageous challenge, or when newer players are given an unnatural advantage in order for them to gain needed experience.

What does 'Balance' entail? Well one part is the types of planes. A mission with FW109Ds against P51Bs isn’t my idea of a balanced mission. Remember to keep the planes in the historical time period your shooting for when picking the planes, unless there is a unique purpose to the mission.

 

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