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World
Home · Gameplay · Enemies · Graphics
The world is a set of eight selectable low-poly combat maps. Each map has a terrain profile, palette, density settings, fog, lighting, weather climate, and gameplay-facing visibility/spawn-radius tuning. Maps are arenas for survival combat; no quest locations, story regions, or collectible lore systems were found.
| Map | Implementation ID | Environment | Climate / special atmosphere |
|---|---|---|---|
| Deep Forest | deep_forest |
Dense trees, logs, mushroom clusters | Clear-dominant forest climate; rain can wet the forest ground. |
| Scorched Wasteland | scorched_wasteland |
Obsidian pillars, lava pools, embers | Ashfall climate; elevated barrel density. |
| Frozen Tundra | frozen_tundra |
Ice spires, snow pines, frozen ponds | Snow / blizzard climate and open sightlines. |
| Desert Canyon | desert_canyon |
Sandstone pillars, arches, cacti | Sandstorm climate and the longest standard visibility multiplier. |
| Toxic Swamp | toxic_swamp |
Gnarled trees, glowing mushrooms, pools | Fog / spore climate and low visibility. |
| Military Outpost | military_outpost |
Concrete walls, sandbags, watchtower frames | No special weather override; highest barrel density. |
| Twilight Vale | autumn_grove |
Bare gnarled trees and floating wisps | Dusk-oriented atmosphere. The public-facing name is Twilight Vale even though the ID is autumn_grove. |
| Ancient Ruins | ancient_ruins |
Columns, broken walls, arches, statues | Rain climate. |
The immediate combat envelope stays flat, while mid/far terrain uses GPU vertex displacement for hills, dunes, ridges, snow drifts, or map-specific surface character. Ground shader layers include macro tint variation, normal-like micro relief, slope/rock blending, and map-specific effects such as lava cracks, snow sparkle, sand ripples, and wetness.
The world streams a 5×5 grid of terrain chunks around the player. New chunks are budgeted over multiple frames and static props are GPU-instanced to reduce crossing hitches. Fog and a sky dome conceal the streamed boundary.
| Object | Interaction |
|---|---|
| Trees, rocks, boulders, props | Collision for player movement; they can block enemy and Sentinel line of sight. |
| Bushes | Apply a movement wade/slow multiplier. |
| Explosive barrels | Solid cover and destructible hazards; bullets, explosives, abilities, and nearby power activations can trigger them. |
| Ranged Sentinels | Stationary destroyable turrets; present outside Tutorial and Easy, then active from wave 3. |
| Pickup crates / airdrops | Nearby collectible objects for held powers and streak rewards. |
The scene clears collidable props within six units beyond the player's starting position to guarantee a safe initial spawn. Enemy spawn candidates attempt to avoid collision objects and fan around the player at roughly 42–68 units, adjusted by map spawn reach.
There is no named safe-zone mechanic. Safety is provided by cleared spawn space, terrain cover, and line-of-sight blocking.
Explosive barrels are the principal map hazard. Each has 28 HP, a 0.85 hit radius, 7.5-unit blast radius, and 150 enemy-facing center damage. The player takes reduced blast damage but can still be badly hurt; standing at the center is intentionally dangerous. Chain reactions queue nearby barrels and unfold across frames.
The game does not implement confirmed fall damage, drowning, toxic-pool damage, lava damage, storm damage, destructible buildings, or terrain deformation. Map descriptions and visuals should not be interpreted as mechanical hazards unless listed above.
Weather is automatic, clear-dominant, and driven by a map climate profile. The director can create rain, sandstorm, blizzard, ashfall, spores, or wisps depending on map. It updates visuals and atmospheric modifiers; it is not selected from a gameplay menu.
Classic, Tutorial, and Multiplayer setup can choose day, night, or automatic time. Automatic time runs a continuously blended day/night cycle with day, dawn, dusk, twilight, and night lighting anchors. A full automatic day cycle is approximately two minutes at default speed.
Implementation references: src/utils/MapSystem.ts, src/utils/BiomeSystem.ts, src/utils/TerrainSystem.ts, src/utils/TerrainInstancer.ts, src/utils/WeatherSystem.ts, src/utils/DayCycleSystem.ts, src/App.tsx.