My partner and I plan to do a college-themed mission. I hope fllood doesn't mind if we use his progress summary as it's really useful: Name: Work in progress Type: an indoor building, maybe with a small courtyard in the front. We plan to include several floors. Size: Small - 4-5 floors with between 2 and 7 rooms each. AI: 'Professor' style AI, mansion-like guards, non-combatants. Player Goals: depending on the main story going through, the laboratories within the school will hold technologically important information, as well as new theories which may be profitable to obtain. There may be a unique object to steal too. Basement laboratories Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Ground floor - hall? Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% First First floor - classrooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Second floor - classrooms/communal rooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Third floor - staff rooms Design: 0% Geometry: 0% Interiors: 0% Gameplay: 0% Fine Tuning : 0% Campaign Setup and Testing: 0% Ideas & Setting: The college educates students of high society in the sciences. It is a place of learning, but it is not a dormatory. Students would go to the college during the day, so the college is quiet at night. As the college is for the upper class, there is a lot of expensive items lying around, so the college have employed security. Also, the lecturers tend to stay at work until late, so a thief may bump into them. The idea is that the labs in the basement will hold the final objectives, so the idea would be that the labs would be the last place to go and would have the most security. In the lab there will be documents to read and items to steal. Perhaps some forms of magic? Access to the labs and secrets within is obtainable by visiting the staff/class rooms. fllood's useful map categories: Ideas and plans [25%] Design [0%] - Setting, Inhabitants, Player Aims, Layout Sketch Plan, Entry/Exit Points, Player and AI Pathways, etc. Geometry [0%] - Room Brushwork and Textures, Sky, Weather, architectonical Patchwork (Columns, Tunnels, Arches...), Beams, Grime, Doors, Climbables, Visportals, Location Entities Setup, etc. Interiors [0%] - Trims and optical Patches, optical Windows, Furniture and Outfit, Containers, Lighting, Location Sound, etc. Gameplay [0%] - AI, Monsterclip, Keys, Loot, Lockpick settings, Objectives, Events and Triggers, Equipment, Player Map, Shop, adjustments to Difficulty Levels, etc. Story [0%] - Briefing, Readables, visual story Scenes, Conversations, etc. Fine Tuning [1%] - Nature and Vegetation, Decals, Point Sound (Speakers), Decorations and minor Details, Secrets, Texture Touch Ups, Optional Objectives, Polishing, etc. Testing [5%] - Balancing, Performance, Campaign Adjustments, Fixes