Requesting experiences and advices on RTS campaign level design

Level 9
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May 12, 2018
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Hi. In this thread, I am seeking ways to encourage players to maintain proactive activities in RTS campaign missions.
When I reflect on my old and faded memories (which may be distorted due to the passage of time), I recall that most missions required a turtle-style play focusing on defensive towers. This stands out particularly in the official campaign of Warcraft III and in custom campaign series that maintain the upkeep system. While this is not a significant issue in missions where defense is the main objective, I find it somewhat dull in missions where the goal is to destroy the enemy base.

On the other hand, missions like Human Chapter 06: The Culling, Orc Chapter 03: Cry of the Warsong, Night Elf Chapter 04: The Druids Arise, Wings of Liberty - Outbreak, and Supernova are impressive missions that continuously encourage players to venture out onto the field without allowing for boredom. However, I feel that my campaign missions need something more.

The Culling: The main objective isn’t to eliminate enemies, although that is possible.

Cry of the Warsong: Depending on the player’s skill, it’s possible to crush enemies in the first battle alongside Grom. However, it’s disappointing that the enemies remain at a basic level of techtree advancement.

The Druids Arise & Supernova: The limited resource deposits require constant movement. Even with abundant resources, I want to demand active participation from the player.

Outbreak: It offers a very novel approach and clearly presents both passive and active states, but it isn’t a typical strategic game mission.

Among the recent works I’ve played that left a strong impression regarding what I’m looking for are WoL - Engine of Destruction, and the final missions of Brood War Alternate, The Vortex and Unthinkable. However, Unthinkable has such a high difficulty that I could only clear it by playing an unofficial version.

As for Engine of Destruction, it seems to be the closest to the level design I wish to study. Still, I need more examples of this type of mission. In the case of The Vortex, while it is primarily based on turtle-style play focused on defense, the enemy’s continuous attempts to expand increased the frequency of Heroic Dragoon appearances, thus requiring more active gameplay.

In Unthinkable, I noticed that the enemies don’t start with fully equipped bases but gradually develop their bases over time.

What 'active' campaign missions have impressed you? Or could it be that I only resorted to turtle-style play due to my lack of skill?

I have StarCraft I & II, Warcraft III, Company of Heroes 2 & 3, C&C 1-3, and Red Alert 1-3, which I can replay directly, but for other games, I can only refer to them through YouTube.
 
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