EVERY MAP,RELIT.
The guns just got LIT VIVID: true colours and a thin moonlight edge on every part. Next to them the maps read flat. Here is a new look for every map, made to the same standard and kept in your full-night DARK VIVID. You can drag any phone on this page: left of the handle is today, right is the new look. The fighters, guns, HUD and controls stay the same on both sides; only the map changes.
WHY THE MAPS LOOK FLAT
Read in Render/Night.cs, Level/Background.cs, Shaders/Surface.shader, Render/WorldGrade.cs and every map file, and measured on the real night frames.

THE VALUE LADDER, MEASURED
Relative luminance of each layer, sampled from the real frame (today) and from the same spots in look A. A night scene needs steps: a bright horizon, darker silhouettes stepping toward you, then a lit play layer. Today every step is the same height.
Contrast is the WCAG ratio against the sky behind (1 : 1 = invisible, 3 : 1 = clearly separate). Numbers are computed live in your browser from the pictures above and below.
2^(−4.4·k) times a cool tint (Night.cs Mul). At 70% that is ×0.12 for sky and scenery and ×0.22 for floors. Every colour lands in the same narrow dark band.Background.cs), but they share the tint and their fog colour is darkened too. On this frame the sky is 0.030, the mountains 0.029 and the hills 0.022: one wash.7A4E2D reaches the screen as 332927. Its noise texture (±12%) survives as a few RGB steps. Only the thin grass lip still reads.Theme.ambient: Leaves here) and drifting clouds. Lamps don’t flicker, nothing sways, nothing reacts.


THREE LOOKS FOR THE WHOLE SET
Three distinct art directions, each drawn big and live on three hero maps, with the same fight running. Drag to compare with today. Each one has a live readability check: how much the fighters and the platforms stand out from what’s behind them, measured on the pictures.
YOU SAID“like we did to weapons”THE SAME MOMENT, THREE LOOKS
The squint test blurs and greys all three. What survives a squint is what a player sees in a busy fight.
EVERY MAP, ONE BY ONE
All 18 maps plus the TF round’s two new pieces, in look A (recommended), live and in play: the CALM CORE controls at 10% / 35%, the HUD pills, the names, and the game’s blood when FIDA takes NITHA out (so the gore is checked on every floor colour). Each map lists what changes and what stays. If any map isn’t right, tap REDO THIS MAP and it lands in your picks.
BEFORE FRAMESREAL CAPTURE: today’s game · FIGHTERS PAINTED OUT: a real capture with the fighters removed · DRAWN FROM CODE: no capture exists yet (page 46 drew them from the level code)FIVE DECISIONS INSIDE THE LOOK
The look (02) sets the direction. These five set how far it goes. Every option below switches the live phone, so you see exactly what you pick.
DEPTH: HOW MANY PARALLAX LAYERS?
Today each arena has 3 backdrop layers that the night merges. The new look separates them by value and fog. More layers means more space, more art and more fill on the GPU.
HOW PLATFORMS READ
The edge treatment on every platform, ledge, crate and stair. The loupe shows a platform edge at 3×.
AMBIENT MOTION: HOW ALIVE?
How much each map moves on its own: rain, steam, gears, bubbles, flickering lights. The meter counts what is moving in this frame.
DOES DAYTIME STILL EXIST?
You picked full night (DARK VIVID, 70% by default), and the settings slider NIGHT LEVEL still scales toward day. Drag the slider to see the new Backyard across the whole range.
THE LOW-END PATH
The new look has more layers, light and motion. Older phones need a cheaper path that keeps the look’s structure. Switch the tier to see the same map drawn three ways.
WorldGrade.Cheap), and three tiers let mid-range phones keep the fog and the glows. Even LOW keeps the value steps and the platform rims, so it still reads.EDGE CASES
Our answer for each one. If you agree with all of them, tap ALL OK. To change one, flag it with its CHANGE button.
1HAZARDS STAY UNMISTAKABLE
The new maps are richer, so danger must never blend in. Live and zoomed in: the spike ball, the burners, the explosive barrels, the oasis water.
2TEAM COLOURS ON EVERY FLOOR
Team 0 is always blue and team 1 always orange, in light shades (decisions 43). Here they are on seven of the new maps (zoomed on a floor), with the team discs, measured against what is really behind them.
3BLOOD ON EVERY FLOOR
The picked WET AND HEAVY blood (38 B) on the same seven floors: a pool, splats and a severed head.
4LIGHTS OUT ON THE NEW ROOFTOPS
Page 37’s LIGHTS OUT darkens the real Rooftops. On the new map: left of the handle is page 37’s darkness over today’s map, right is the new map in the dark.
5THE PRACTICE PICKER (PAGE 46)
The PICK AN ARENA drop sheet, with thumbnails of the new looks rendered on this page.
Thumbs.Arena (it already redraws when the night changes), so the picker updates by itself. The 7 maps that have no thumbnail today get theirs for free.6STORE SCREENSHOTS
The store’s named fight on Spike Castle: today’s raw frame, and the same moment on the new map.

7CALM CORE BUTTONS OVER A BUSIER MAP
The controls sit at 10% body and 35% icons (decided). A richer map behind them must not swallow them, so the two control corners stay calm.
OUR PICKS, IN ONE TAP
If you’re happy with every recommendation, one tap picks them all, and you can still change any of them above. Then COPY MY PICKS and paste it in chat.
Stickbash · page 51 · every scene is drawn live in your browser from the level code (layouts from Level/Arenas.cs, Maps.cs and the map files) and page 50’s fighters and guns. Nothing is built until you pick.