◆Plaster// Multiplayer
Deep dives

Maps

// public/maps/ · src/map/ · src/woodland.js · tools/maps/ · Woodland added 2026-10-17

Two fields: Speedball, 34 × 50 m of turf and inflatables, and Woodland, a 64 × 96 m woodsball field with a fort, an abandoned outpost, a watchtower, a creek and forest trails. Both run on the same collision, bots and multiplayer server, and both open in the map editor.

01Woodland

Woodland from above blue's side: the fort in a clearing, the outpost with containers and a truck on the left, the watchtower on the right, forest all around.Overview
From above blue's endThe fort in its clearing in the middle, the outpost to the west (left), the watchtower and creek to the east (right), woods and trails between. Red's half is the same, mirrored.
The plank fort seen from the north: windows and a doorway, stumps and logs in the clearing, the watchtower to the right.Fort
The fort12 × 9 m of plank walls with a doorway on every side and shooting windows, a low divider and crates inside. Stumps, rocks and logs in the clearing give medium-range cover.
The view from the watchtower deck over the chest-high rail toward the fort.Tower
Watchtower deck2.8 m up, stairs on the creek side, a chest-high rail you can shoot over, and a roof. It sees the fort and the meadow, not the spawns.
The outpost: a walk-in shipping container, sandbags, the abandoned truck, crates, barrels and a shack.Outpost
Abandoned outpostShacks you can enter, walk-in and closed shipping containers, an abandoned truck, barrels, crates, pallets and sandbags: close-quarters fighting on the west side.
The broken footbridge over the sunken creek, with the watchtower stairs on the left and the net on the right.Creek
Creek and broken bridgeThe east flank crosses a sunken creek. The bridge's middle is gone: jump the gap or go down through the creek bed, which is out of the tower's sight.
Size64 × 96 m inside a 4.5 m net, about 3.6× Speedball's area. Spawn to spawn is 88 m; 20–25 s at a run down any of the three trails.
LanesCentre: through the woods to the fort clearing. West: past the outpost (close range). East: the watchtower meadow and the creek (long sightlines from the tower, cover in the creek). Cross trails join the fort to the outpost and the tower.
RangesClose: inside the fort, the outpost, containers and shacks. Medium: the clearing around the fort, the woods. Long: from the tower over the meadow, along the trails.
SpawnsEach team starts behind two berms and a plank screen, with exits west, centre and east. Checked from every standing spot on the far half, the fort windows and the tower deck: nothing sees into a spawn.
BalanceEvery object on blue's half is mirrored onto red's (z → −z), so both teams get the same distances (spawn → fort 44 m, → tower 46.6 m, → truck 49.9 m), cover and sightlines. Features on the centre line (fort, tower, truck, creek) are symmetric themselves.
StairsThe watchtower's (and any Stairs object's) steps stop paint and sight, but you and the bots walk an invisible ramp through them, so climbing and coming down are smooth rather than a hop per step.
Built fromtools/maps/build-woodland.mjs writes public/maps/woodland.json from a readable layout. After that it's an ordinary map file: open it in the map editor and change anything (re-running the script would overwrite those edits).

02Choosing a map

Main menu › Practice › Choose a map: Speedball (loaded) and Woodland.Practice
Practice › Choose a mapEvery map the server has, or Speedball and Woodland offline. The one already loaded behind the menu starts instantly.
The map editor with Woodland open: terrain, forest, fort and outpost, and the Field settings in the inspector.Editor
In the map editorEach map shows its own field. With nothing selected, the inspector's Field section sets the type (Speedball or Woodland), width, length and net height.
PracticeMain menu › Play › Practice › pick a map. Direct link: /?practice=1&map=woodland.
OnlinePrivate lobby › Map (host). Public matchmaking still plays Speedball.
EditorFile › Open › woodland. Hills, trails, ground patches, clearings and forests are ordinary objects in the asset browser.

03Woodland's building blocks

Terrain

Hill objects (radius, height, flat top; scale for ridges, negative height for hollows) shape one heightfield. Players, bots, paint, sight checks and the server all use it.

Ground

Trail and Ground patch (mud, leaves, dirt, gravel) paint the ground material: grass, dirt, leaf litter and mud blended by a shader, plus thousands of instanced grass tufts.

Forest

Forest scatters trees and bushes over an area from a seed, keeping off trails, clearings, buildings and spawns. It's the same on every computer and on the server, so trunks collide the same everywhere.

Structures

Plank walls (solid, window, doorway, half), posts, decks, stairs, the watchtower, shacks and shipping containers. Doorways and lintels collide correctly: you walk under a lintel, not through a wall.

Props & landmarks

Rocks, logs, stumps, barrels, crates, pallets, sandbags, the abandoned truck and the broken bridge.

Speedball untouched

Maps without terrain keep the old flat-ground physics exactly; a comparison of 20,000 random shots and moves found no differences.

04Performance

InstancingEvery tree, bush, grass tuft and sandbag is one instanced draw per kind; trees outside the net use cheaper crowns and cast no shadows.
BatchingStatic map pieces sharing a material are merged per 24 m cell (one draw each, still culled by cell). The originals stay as invisible hit shapes, so paint lands exactly.
Shared materialsPlanks, bark, rock, metal and sandbag textures are generated once and shared by every object.
ResultAbout the same number of draw calls per frame as Speedball (≈530 vs ≈590) at ≈350k triangles. Fog hides the distance.

05Next

Playtest feel

Tune the tower's strength, the creek route and the fort's windows after real matches (the checks so far are automated).

Golden hour

The art target's low warm sun and haze; Woodland currently uses midday light.

Bots on Woodland

Bots path in straight lines between cover; on a big map with buildings they'd do better following the trails and using doorways.

Public matches

Matchmaking plays Speedball only; map rotation or voting would bring Woodland online without a private lobby.