Game UI Database source lines identify Screenshot 22 and Screenshot 23 as Level Select: World Map states and Screenshot 24 as the related custom rules/difficulty follow-up.Screenshot 22: Level Select: World Map Tags: Level Select: World Map Section: Game States Screenshot 23: Level Select: World Map Tags: Level Select: World Map Section: Game States...Screenshot 22 shows the Mission Select world map with Byers Pass selected, left mission panel, map marker, and bottom navigation buttons.Screenshot 23 shows the Mission Select world map with Flagstone selected, chapter selection panel, selected location marker, and bottom navigation buttons.
Materials v

Mission Select World Map

Desperados 3 cover

Desperados 3

Status
Released
Year
2020
Genre
Strategy
Platforms
Windows, macOS, Linux

1. Summary

Mission Select is a frontend map screen where the player chooses a campaign mission from chapter thumbnails and a parchment world map. The selected mission is reinforced both in the left panel and by a large illustrated marker on the map, with Play and supporting replay/tutorial/challenge navigation available from the same screen.

Overview

The Mission Select World Map presents campaign missions as selectable cards over a parchment map. Selection is shown twice: in the left mission/chapter panel and as a large illustrated destination marker on the map. The screen also keeps shell navigation visible for replay, tutorials, challenges, and returning to the previous menu.

Mission Select world map with Byers Pass selected
Close crop of the Mission Select left mission information panel

A second captured state shows the same structure with a different selected mission. The chapter strip remains fixed in the upper-left panel while the map focus moves to the selected location.

Mission Select world map with Flagstone selected
Close crop of the chapter selection and selected mission panel

Job Story

When I am choosing what campaign mission to play or replay, I want to browse missions from a world map with clear selected-location feedback, so that I can understand where the mission sits in the journey and start it with the intended setup.

Classification

  • diegesis: Non-diegetic
  • functional_type: Frontend shell
  • component_type: List/grid

Wireframe

+--------------------------------------------------------------------------------+
| [ MISSION SELECT ]                                                              |
| +--------------------------------+                                             |
| | CHAPTER I                      |                                             |
| | [mission card] [progress] [selected mission card]                            |
| +--------------------------------+                                             |
|                                                                                |
|                         parchment world map                                    |
|                                                                                |
|                              [circled illustrated selected location]            |
|                                                                                |
| [REPLAY BROWSER] [TUTORIALS] [CHALLENGES]                              [BACK]  |
+--------------------------------------------------------------------------------+

Components

  • MISSION SELECT title plaque.
  • Chapter label, e.g. CHAPTER I.
  • Horizontal mission thumbnail strip.
  • Selected mission card with bright border and mission name, e.g. BYERS PASS or FLAGSTONE.
  • Progress indicator, e.g. 1/8.
  • Large parchment world map background.
  • Illustrated selected-location marker with red circled emphasis and printed location label.
  • Primary PLAY action for the selected mission.
  • Bottom utility buttons: REPLAY BROWSER, TUTORIALS, CHALLENGES.
  • Bottom-right BACK button.

Parameters & Audio

ParameterValue
Visual feedback is driven by selection highlightsbright card borders, lightened mission artwork, a spotlighted map marker, and red hand-drawn circle treatment around the selected destination. Buttons use stone/metal Western plaques with high-contrast white uppercase labels. Audio is expected to follow shell-menu conventions: hover ticks, selection confirmation, and a stronger confirm cue when Play is activated.

Dependencies & Logic

  • Requires campaign mission unlock/progression data to decide which mission thumbnails are selectable.
  • Requires per-mission metadata: chapter, mission title, thumbnail, map location art, location label, and completion/progress count.
  • Requires replay/challenge availability data for bottom navigation destinations.
  • PLAY depends on the current selected mission and hands off to the difficulty/custom rules and mission loading flow.

BDD Scenarios

Scenario: Select a mission from the chapter strip

Given
the Mission Select World Map is open
When
the player selects a different mission card
Then
that card receives the selected highlight
And
multiple mission cards are visible in the chapter strip
And
the map focuses on the matching illustrated location marker
And
the mission name shown in the panel matches the selected map marker

Scenario: Start the selected mission

Given
a mission is selected on the Mission Select World Map
When
the player activates `PLAY`
Then
the game proceeds toward mission setup, difficulty/custom rules, or loading for that mission

Scenario: Leave mission select

Given
the Mission Select World Map is open
When
the player activates `BACK`
Then
the game returns to the previous frontend menu without changing the current campaign state

Scenario: Open supporting screens

Given
the Mission Select World Map is open
When
the player activates `REPLAY BROWSER`, `TUTORIALS`, or `CHALLENGES`
Then
the corresponding frontend screen opens from the mission select context

Edge Cases

  • If no mission is selectable, the screen should prevent Play and provide a clear disabled state rather than leaving an active-looking button.
  • If a selected mission has no matching map marker asset, the panel and map could disagree; validate that each mission card maps to exactly one location marker.
  • Long localized mission names must fit inside thumbnail labels and map location labels without obscuring the artwork.
  • Gamepad/keyboard focus must not get trapped between the chapter strip and bottom navigation.
  • Returning from difficulty/custom rules should preserve the previously selected mission.

QA Notes

  • Verify that each mission card updates the map marker, mission title, and Play target together.
  • Test mouse, keyboard, and gamepad navigation across mission thumbnails, Play, bottom utility buttons, and Back.
  • Confirm bottom navigation remains legible against the parchment map at 16:9 resolutions.
  • Confirm the selected card border and selected map marker remain visually distinct for already completed and replayed missions.
  • Regression-test the handoff from Play to the Difficulty Selection Dialog and back.

References

  1. 1.

    Desperados III (L140-156 of 283)

  2. 2.

    Desperados III

  3. 3.

    Desperados III