diff --git a/_maps/RandomZLevels/GUIDELINES.md b/_maps/RandomZLevels/GUIDELINES.md new file mode 100644 index 00000000000..c1f56afe7b8 --- /dev/null +++ b/_maps/RandomZLevels/GUIDELINES.md @@ -0,0 +1,24 @@ +# Away Mission Creation Guidelines +So, you want to make an away mission! They're a lot of fun to play, but they're a challenge to create. +To ensure a consistent standard of quality across away missions, following the guidelines (split into recommended and required) +is beneficial to ensure your PR is merged. + +## Recommendations + * Create a design document + * This one is good because it lets you make a coherent thought of what you want your away mission to be, and for others to understand its purpose. + * Don't go alone + * Away missions are hard work! Making a team of different specializations helps out massively with workload and speed of the project. + * Communicate with Maintainers + * During the creation of your away mission, it is highly recommended you communicate with maintainers to ensure major changes do not have to be made when it's finished. + +## Design Requirements + * Minimum average time to complete: 60 minutes + * Bare minimum, it should take a team of 4-6 60 minutes to complete. + * Design around 4-6 players + * Skyrat's gateways use the Vanguard expedition team, which is usually 4 players, but it's best to account for up to 6. + * Not purely PvE + * Design your gateway with more than just regular simplemobs in mind. Add puzzles, story, PVP, boss fights, etc. to spice up the gameplay instead of a slog of simplemobs. + * Loot should not be extreme + * The gateway's loot should mostly be given in the purview of using it in the gateway itself (final boss loot and similar not withstanding). + * Loot that's unusable outside the gateway is given more leeway. + * Loot should not be the primary encouragement for someone to go through the gateway.