Maps
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
Overview
Fort
Tower
Outpost
Creek| Size | 64 × 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. |
|---|---|
| Lanes | Centre: 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. |
| Ranges | Close: 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. |
| Spawns | Each 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. |
| Balance | Every 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. |
| Stairs | The 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 from | tools/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
Practice
Editor| Practice | Main menu › Play › Practice › pick a map. Direct link: /?practice=1&map=woodland. |
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| Online | Private lobby › Map (host). Public matchmaking still plays Speedball. |
| Editor | File › 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
| Instancing | Every tree, bush, grass tuft and sandbag is one instanced draw per kind; trees outside the net use cheaper crowns and cast no shadows. |
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| Batching | Static 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 materials | Planks, bark, rock, metal and sandbag textures are generated once and shared by every object. |
| Result | About 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.