Pause screenshots show the left menu options/save-slot column and the circular mission area map used as the primary UI evidence.Screenshot 27: Pause Tags: Pause Section: Game States Screenshot 28: Pause Tags: Pause Section: Game StatesConfirmation modal screenshot shows the exit-current-mission dialog layered over the pause/menu context.Screenshot 20: Modal: Option & Menu Tags: Modal: Option & Menu
Materials v

Pause Menu And Area Map

Desperados 3 cover

Desperados 3

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

1. Summary

Pause overlay that interrupts mission play and combines save/load navigation with a tactical overview of the current level. The left column exposes recent save slots and menu actions, while the right side shows a circular area map with mission markers for spatial context.

Overview

The Pause Menu And Area Map is a full-screen overlay used during missions. It preserves a faint view of the paused gameplay in the background while placing operational controls on the left and a large tactical area map on the right.

Full pause menu with left options/save slots and circular mission area map

The left panel combines two related functions: recent save access and mission/menu actions. Save slots appear as framed cards above the action list, while the options below use a simple vertical text menu. Disabled actions are still visible but visually muted, making the current availability state clear without changing the menu layout.

Left pause menu column with recent save slots and stacked menu actions

The right-side map is a circular parchment-style overview of the current mission area. It includes terrain detail and colored tactical markers, giving players a spatial reminder of the mission state before they continue, load, restart, or leave.

Circular mission area map with terrain and tactical markers

Destructive navigation, such as exiting the current mission, is protected by a modal confirmation. The modal sits centered over the paused context and temporarily supersedes both the left menu and map until the player confirms or cancels.

Exit current mission confirmation dialog over the pause menu

Job Story

When I pause during a tactical mission, I want save/load controls and a mission-area map in one screen, so that I can recover, re-plan, or leave without losing orientation in the level.

Classification

  • diegesis: Non-diegetic
  • functional_type: Management screen
  • component_type: List/grid

Wireframe

+--------------------------------------------------------------------------------+
| dimmed gameplay backdrop                                                        |
|                                                                                |
|  +----------------------+                         Mission title / elapsed time  |
|  | PAUSE                |                                                       |
|  |                      |                 +-------------------------------+     |
|  | [save slot card]     |                 |                               |     |
|  | [save slot card]     |                 |       circular area map        |     |
|  | [save slot card]     |                 |       markers + terrain        |     |
|  |                      |                 |                               |     |
|  | CONTINUE             |                 +-------------------------------+     |
|  | LOAD                 |                                                       |
|  | SAVE (disabled)      |                                                       |
|  | OPTIONS              |                                                       |
|  | TUTORIALS            |                                                       |
|  | RESTART              |                                                       |
|  | MAIN MENU            |                                                       |
|  +----------------------+                                                       |
+--------------------------------------------------------------------------------+

Components

  • Pause title label
  • Decorative separators around the title and footer of the left panel
  • Recent save-slot cards with thumbnail, save name, and relative timestamp
  • Vertical menu action list: Continue, Load, Save, Options, Tutorials, Restart, Main Menu
  • Disabled menu action styling for unavailable actions
  • Mission title and elapsed-time label above the map
  • Circular mission area map with terrain rendering and colored markers
  • Confirmation modal for abandon/exit actions

Parameters & Audio

ParameterValue
Visual feedback uses high-contrast white text for available commands, muted grey text for disabled commands, framed cards for save slots, and a strong dark overlay behind the menu. Expected audio feedback should include standard menu navigation ticks, selection confirmation, cancellation/back sounds, and a stronger confirm/cancel cue when a destructive confirmation modal opens or resolves.Visual feedback uses high-contrast white text for available commands, muted grey text for disabled commands, framed cards for save slots, and a strong dark overlay behind the menu. Expected audio feedback should include standard menu navigation ticks, selection confirmation, cancellation/back sounds, and a stronger confirm/cancel cue when a destructive confirmation modal opens or resolves.

Dependencies & Logic

  • Current mission identity drives the map title, mission name, elapsed timer, and area map content.
  • Save-system state drives recent save-slot cards, load availability, save timestamps, and whether Save is enabled.
  • Mission/session state determines whether Continue, Restart, and Main Menu are valid actions.
  • Confirmation modals depend on whether the chosen action can discard current unsaved progress.
  • Map marker data depends on mission layout and the player's current discovered/known tactical information.

BDD Scenarios

Scenario: Pause from active mission

Given
the player is in an active mission
When
the player opens the pause menu
Then
gameplay is dimmed behind the overlay
And
the left pause options column is visible
And
the circular mission area map is visible on the right

Scenario: Disabled save action

Given
saving is currently unavailable
When
the pause menu is displayed
Then
the Save option is shown in disabled grey styling
And
the player cannot activate Save from that state

Scenario: Exit action requires confirmation

Given
the player is on the pause menu
When
the player chooses an action that exits the current mission
Then
a centered confirmation dialog appears over the pause/menu context
And
the player must confirm or cancel before leaving the mission

Edge Cases

  • Save is unavailable during restricted moments and must remain visibly disabled.
  • No recent saves should not leave orphaned slot frames; the list should either collapse or show an explicit empty state.
  • Long save names or mission names must not overlap the narrow left panel or map header.
  • Confirmation dialogs must keep the underlying pause context dimmed and non-interactive.
  • Loading or restarting from the pause menu should prevent duplicate input while the transition begins.

QA Notes

  • Verify the pause command works during normal mission play and returns to the same mission state via Continue.
  • Verify focus order through save slots and menu actions with keyboard/controller input.
  • Verify disabled options cannot be activated and are announced visually by grey styling.
  • Verify Load, Restart, and Main Menu flows display the correct confirmation or transition behavior.
  • Verify the circular map updates to the current mission and remains legible over the dimmed background.

References

  1. 1.

    Desperados III (L170-182 of 283)

  2. 2.

    Desperados III (L126-130 of 283)