Dev Blog - No Man’s Land Level Design

We’ve interviewed the level designer behind the latest Operation, No Man’s Land!

Hello, everyone!

As you saw, December 2 was not just the release date of the Hive Scum DLC class, but also of the No Man’s Land Free Update!

In addition to our Hive Scum focused dev blogs (check out the last one here), we’ve prepared this dev blog to break down the level design of No Man’s Land, a brand new Operation-type mission that is coming as part of the Free Update.

For this dev blog we’ve interviewed Karl Thornblom, the level designer behind the No Man’s Land Operation.

“I’m Karl Thornblom, Level Designer […] I’ve been working on Darktide since like two years before launch […] and I’ve pretty much worked on every level to a certain degree.” ~ Karl

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Free Update: The Road to No Man’s Land

Road to No Man’s Land is a new story mini-campaign, similar to ‘Battle For Tertium’, where you play through three missions in a connected storyline, unlocking new chapters as you go. The first chapter features the Rolling Steel operation, followed by Excise Vault Spireside-13 as the second chapter. The third and final chapter of this mini-campaign is the new Operation: No Man’s Land.

No Man’s Land Operation

“What we wanted to do was kind of like a very intense, movie-like war mission.” ~ Karl

No Man’s Land is an Operation-type mission that lets you dive into an active warzone and blitz through the trenches, making your way past enemy lines to accompany a Leman Russ tank on its way to disable enemy artillery!

“You start in the trenches, in one of the few places where a Valkyrie can land and that the Imperial Guard still hold, and then you push into the sections of the trenches where [the Heretics] have taken over.” ~ Karl

While the trenches provide some much needed cover from all the gunfire and artillery being unleashed above, you will only be able to rely on them for so long. As you keep pushing through, you will go into more open spaces, devastated ruins and shelled battlefields while you make your way to the occupied bastion.

“[…] which creates a very different environment and also a very different type of gameplay. Trenches are kinda, like, corridor-y and a bit claustrophobic at times… And then it opens up into this ruined plaza, pretty much. […] And then you get into the real “No Man’s Land” section, and that’s where it really opens up.” ~ Karl

The Operatives have a task not just to wade through hordes of enemies and make it to the stronghold, but to also ensure that the Leman Russ they’re accompanying makes it to its target. Both the team and the Leman Russ are key to this mission, helping each other by clearing the path and removing obstacles in ways that the other cannot. Success would not be possible without one or the other!

“The tank helps you, but you also help the tank sometimes.” ~ Karl

Why an Operation?

Operations fill a niche in our game of being tighter experiences that allow us to explore different concepts. Compared to normal missions, they’re shorter and more linear, but also allow us to hand-craft each encounter and keep the whole mission tight, action-packed and spectacular.

The shorter nature of them is also part of the goal, as we want Darktide to offer options for those players who, every now and then, just want a quick 15-minute session or so. As Rolling Steel is our only Operation at the moment, we wanted to add another one to fill that niche a bit more, which was the starting point for No Man’s Land.

That’s not to say that they play exactly alike! No Man’s Land does not feature a hard time limit, for instance, and we actually expect it to last a few more minutes than Rolling Steel on average. However, while Rolling Steel involves a lot of advancing and stopping to complete some objective, No Man’s Land is a non-stop push towards the finish line! It is only at the very end event that you’ll be halted by an objective that requires some time to complete.

Visuals and Inspiration

No Man’s Land was a great opportunity to explore some environments previously unseen in Darktide, the Operation doesn’t take place inside the Hive but actually on the outskirts of it. Poking out of the trenches you can see that there’s actual landscapes, that the buildings don’t reach up endlessly into an artificial roof, and that you can actually see the sky.

“In some ways it was freeing, but it was also a new thing.” ~ Karl

No Man’s Land shows a more gruesome and grim aspect of the war against the Heretics. There’s a lot of inspiration taken from historical warfare that was used to build this level; trudging through the trenches while all hell is breaking loose on the surface, the devastated buildings wrecked by artillery, the vast sea of rubble that’s all that’s left of a once bustling part of the Hive.

“We even have rockets and mortar fires landing in gameplay space […] And you actually get knocked back from it and stuff, so it’s really cool!” ~ Karl

This also gave us the opportunity to depict some of the most iconic pieces of scenery used in the Warhammer: 40,000 tabletop game! You might recognize some particular sections of ruined buildings and half-destroyed environments that are very characteristic of what’s most commonly used to play on the tabletop, which is something we’ve been wanting to do for a while.

“And also, we’ve had the Leman Russ in multiple missions, but it’s always been a static one. […] So we were like, it’d be so cool to actually see the Leman Russ in action.” ~ Karl

Design Process and Challenges

The idea of a warzone mission like this has been something we have wanted to tackle for a long time, and that concept has floated around in various iterations until finally landing in the short and action-packed version we have for the Operation.

As with most levels, the design of the layout begins with a rough blockout where the level and its gameplay are built up using placeholder assets.

“For quite a while I worked alone on this and I made an entire, fully playable blockout (with a very janky tank driving by!)” ~ Karl

This is also where most of the experimentation with the pacing and gameplay happens, as it’s the easiest to adjust. There’s an intentional design of having the gameplay space of the map constantly change between tight, oppressive corridors and more open spaces, then back again. This constant shift in how you play through the map can give it a lot of variety in the moment to moment, but also hopefully makes the Operation feel truly unique compared to normal missions.

One of the more challenging aspects of this map was the Leman Russ itself. We wanted to showcase it as much as possible and have it be a vital part of the mission, and a lot of thought and planning had to go into making that a reality within the technical limits of the game. After all, we didn’t have a working tank before!

“I had to spend quite a lot of time figuring out the tank’s path. Where it goes in relation to the player, and the timing and the moments you can see it and all of that. In some aspects I had to arrange the tank’s path after the players’, but sometimes it was the players’ path that depended on how I could make the tank go, and make it pop and be visible.” ~ Karl

Bonus: What did you enjoy the most about No Man’s Land?

“I think it’s really fun to create something that is a bit smaller and more contained, but also very intense. And I think the coolest thing for me is (since this was an idea that I had for a long time and I worked on it alone for quite a bit) to see all of the cool things that the team added to make it all pop, and make it feel cinematic and epic. […] It’s been really, really cool to see it all come together.” ~ Karl

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That’s all for today, but keep an eye out for our next and final Dev Blog of the year, coming soon!

For the Conclave!

Purchase the Hive Scum here:

We’ll see you on the Mourningstar.

– The Darktide Team

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Missed a link!

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yippie

Please FS,
More maps next year!!!

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Dangit! Fixed, thanks!

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It shows, Sire Karl!

There are some set piece interactions in other levels (like the Valk flybys) that I always feel like I miss, and I was excited to have the opposite experience in NML. Great work!

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The mission was awesome and is already one of my favorites. A well made map and brings out that iconic 40k battlescape feel. And the story felt grounded and realistic. Escort the tank so it can take out the artillery, then assault the enemy compound and gather intel in their bunker.

Would love to see it on the Havoc rotation at some point too.

And in general, maps with open skies just feel different. They just have more atmosphere in a both literal and metaphorical sense. That sense of having daylight (or strong mood-setting moonlight) reach down through the clouds and shine through windows, tall buildings, ruins etc. just sets a different tone.

To me so much of 40k is about the visuals and the artwork, and maps with occasional great views just have more opportunity to show off the 40k world and it’s iconic scenery.

I love maps with open areas and even exploration components when/if there is time for it. I loved the fact that Vermintide maps had many secrets and architectural challenges you could pursue. Something like that could even be worked into investigation-type missions where you search for clues and intel in between periods with intense battles and combat.

Karl did well. Make more stuff like this. :+1:

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Very nice, but one thing that bugs me about this map is the utter lack of corpses. It is a battlefield, is it not? So we should see a lot of loyalists and heretic bodies scattered across the trenches. It would be the perfect opportunity to go hard at the gore and brutality of it all, similar to how in Vermintide 2 we saw corpses of people almost everywhere we went.

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I will love to see a dev blog about they fixing the disconnection erros.

A cool looking map, just a shame we are unable to experience fighting the twins in at as a havoc mission.

I love this mission.. Generally just love claustrophobic combat.

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Thank you FatsharkQuickPaw, very cool.

20251212_023653

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For Karl! ©

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A breath of fresh (ashy) air that map ! It change of the claustrophobic nature of the Hive-City, outside Hourglass of course.

But please Fatshark please i beg you ! Make 2026 the year we get a lot of maps, new biomes or reused area (Gloriana come first !), regular maps or operations i don’t care but we need more content. It’s cool to have 2 new classes don’t get me wrong but it become stale very fast if we don’t have new playgrounds to play them for a year.

Also don’t waste your time and efforts for Mortis ! It’s fun (for 2/3 games) but it has no real replayability unlike the main gamemode ! Consider it as a bonus alongside a major update, not the main update like this year ! You want to add vocal lore ? Good on ya ! But don’t make it the main priority please.

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When is the Solo Mode Dev Blog?

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Now do it for the hotfix :smiley:

I don’t think I’ve ever seen the tank in this mission. Not sure I’d even know it was there if not for the part where you have to wait for it to blow open a wall.

10000%

New classes are cool but new maps add playtime for ALL the classes

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@FatsharkQuickpaw

Two questions (comments really):slight_smile:

  1. I love these dev blogs, but I can’t help but feel the timing should’ve been to have these BEFORE the content release to get people excited and drive the hype - no?

  2. Totally appreciate the road map that was shared months ago for the upcoming releases. That was awesome even if some dates needed to be shifted. I would love to see / know what’s in the pipeline for the next quarter. Anything that can be shared ahead of the holidays?

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Truthfully that was the original intention (along with the Hive Scum Weapons dev blog and the one that’s coming out next!) but due to some unforeseen circumstances they had to be delayed. Since we already have them done, we figured it was still worth putting them out and giving a look into the design and the thought process behind it somewhat.

Not right now, BUT! We’re aiming to have an end of year post before the holidays where we talk about 2025 and what’s coming next!

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