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Progression Editor

The Progression Editor shows an interactive flowchart of challenges and their dependencies. Use it to set prerequisites and choice groups so the map reveals challenges in the order you intend.

Where: World control panel, then Progression Editor tab. Enter from Worlds, select a world, then click Enter control panel.

Use Progression Editor to

  • Visual flowchart - See all challenges as nodes with lines showing dependencies (A must be done before B).
  • Prerequisites - Define which challenges must be completed before others become available. Participants only see/unlock challenges whose prerequisites are met.
  • Edit connections - Drag nodes and connect them to set or change prerequisites.
  • Choice groups - Put challenges in a group so a team may complete only one in that group (e.g. pick one of three tracks). Useful for branches or difficulty tiers.

Changes to connections update challenge prerequisites immediately. Use it to review the event structure and plan progression paths.

For concrete layouts, see Progression examples.

How to plan progression

  1. Start with the first challenges players should see immediately.
  2. Add prerequisites for later challenges only when the dependency is intentional.
  3. Use branches when teams can choose different routes through the event.
  4. Use choice groups when completing one challenge should lock out the other options in that group.
  5. Re-check hidden challenges, timebombs, and event timing after changing dependencies.
  6. Test with a player/team path so the map unlocks in the order you expect.

Prerequisites vs choice groups

FeatureWhat it controls
PrerequisiteA challenge unlocks only after required earlier challenge(s) are completed.
Choice groupA team may complete only one challenge in a set, such as one path out of several.

Use prerequisites for order. Use choice groups for mutually exclusive decisions.

Design tips

  • Keep at least one early challenge available so teams are not blocked at the start.
  • Avoid circular dependencies; a challenge should not depend on something that eventually depends on it.
  • Use choice groups when you want teams to choose a route rather than complete every item.
  • Check timebomb windows alongside prerequisites so a challenge does not unlock after its availability window has already closed.
  • Revisit the map after saving progression to confirm the player-facing flow still makes sense.
  • Document major branches in event rules or announcements if players need to understand the decision before choosing.