I can only say this for myself, so be advised that this may not apply for all designers out there.
My working model for designing missions is roughly as such:
- Get overall idea
- Get map
- Get the bare minimum scripts working
For singleplayer missions:
- Adjust and script for maximum difficulty, to my own limits. Usually this sets the Mental Difficulty for me.
Some broad adjustments for Easy / Medium
- Mission is available for beta testers
- Get feedback, readjust mission for Easy / Medium (sometimes even Mental)
- Generally Speeder wants (minimally) the mission to be beatable by the designer and one other person to be accepted for the release.
(Hopefully mission designer should not explaining the mission to the testers, though Singularity became the exception...)
For coop missions (it is technically possible to create multiple difficulty settings, but I am not having such a workaround.):
- Adjust and script for a lower difficulty, that I can clear comfortably using the materials of only one player
(sometimes using both player's materials is necessary - Ego Ergo Hax)
- Mission is available for beta testers
- Get feedback, readjust mission.
I take almost all suggestions by the testers into revisions, unless it is technically impossible or further problems arise from it.
If there are specific areas you find difficult, then by all means voice it here. Do try to be specific on where the problem lies - e.g. "Too many Nuwas from the left of the base" is much better metric than "Too many units". (brushpicks11's edit is a good description of the problem)
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The main reason why I adopt a "Adjust and script for maximum difficulty, to my own limits" thing is for self-motivation. Challenging and then wowing myself is about the only way I can keep writing missions. The good news is that there are plenty of room for difficulty adjustment after the 'fun'. Apparently that may need to be invoked more often.
My highest difficulty rating would be a "Aegis Impervious" level - a fan mission designed to be possible, but bring the mission designer, with all his knowledge of the mission, to the dust.)
(No, Singularity is not at that level. Singularity is way easier with patience.)
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There could be the fact that a good deal of the tester team, being about 1 year into the BR1's pre-release betas (SP and multiplayer), have themselves gotten somewhat proficient in playing the games and using the units themselves. And most, if not all of the testers, are already proficient in RA2 and YR. So their standards may have upped quite a bit.
Some beta testers did request higher difficulty in certain areas. xD
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Confession: It took me more than 30 tries to complete the first version of Singularity on Mental on BR1. Not all are counted as failures; some attempts were stopped because failure in my script-fu (I think at least 5 are attributed to walls not getting destroyed when they should).
All other missions I have made took less than 10 tries.
Confession 2: Oh, and I think I will be bringing the same skillset into OpenRA. Oh dear...
Edited by lovalmidas, 05 July 2016 - 04:30 PM.