Now that you've named your Story, picked your Story Contact and filled out any of the optional story settings, you can begin working on your first mission. In Mission Settings you define all the high level aspects of your mission. Where does the first mission take place and who are the enemies that populate it?
Here you pick the type of enemy you want to populate the mission. There are two general categories of enemies. They can be Standard, which come from existing enemies already in our database or Custom, which are enemy groups created by you.
Standard enemy groups are restricted by security level. This means they can only appear in a finite amount of player levels (1 - 50). If you chose Standard enemies, players will be restricted to play your story within the level rage of those enemies. This means the players could potentially have their level dramatically increased to fight a high ranking enemy group or the players could have their level dramatically dropped to be on par with a lower level enemy group. You can see the enemy group's level range next to their name in parentheses: Clockwork (1 - 20).
Once you've chosen the enemies you want in the mission, you need to select the location or the map for the mission. Each Map Type is made up of multiple individual maps, broken down by length.
For example, the map type of 'Office Standard - City of Heroes Set' has Small, Medium and Large sizes. Each one of these sizes has twenty individual maps to choose from.
This is the overall size of the map. Common options are Tiny, Small, Medium and Large.
The final option for setting the location is choosing the specific map. You can leave the map as Random by default, or you can choose from one of the individual maps in the list.
When you select a specific map, you will see important information about that map displayed on the right hand side of the Mission Architect window.
Map Information:
Here you can chose optional settings for this specific mission. Options include:
Mission Parameters:
This gives the players a clue or a piece of information once they've completed the mission. A clue usually reveals some deeper aspect of the story to the players.