SSTICKBASH · TEAM FEEDBACK · NIGHT PER MAP
Page 53 · round 2, 29 Oct · your note: “the night thing not affected on any map”

NIGHT,DEEPER.

Today the game stops at 100 % (full night), and four maps are already there, so build D’s +5 / +15 step was hard to see. This page now goes past full night: 110 · 120 · 130 · 140 %. Past 100 the sky and the far layers keep sinking toward black, the floor you fight on follows closer and closer, and the lamps, windows, fighters, guns, blood and the HUD never darken.

Every map starts on what the game shows today (your 22 Oct picks). Pick any level from 40 to 140 per map, turn on GAME STILL to see the real game at that level, then SEND MY PICKS.

YOU SAID“put every maps night level to btw 80-95” · “put 95 to 100, 90 to 95, like tht” · then, after build D: “the night thing not affected on any map”. You chose: darker maps (more night).
SALOON · FULL NIGHT
100%
TODAY’S 18 LEVELS (V4)Taller = darker. Tap a bar to jump to the map.
01

HOW THE NIGHT WORKS

This is the game’s own model, as TF-MAPS built it (Render/MapLook.cs, row A01). 70 % is the look you picked on page 51. Each layer of the map has its own night value, so a level changes the distance far more than the floor you fight on, and the lights never dim.

THE LAYERS, PULLED APART · BACKYARD

Each layer darkens by its own weight above 70 % and blends toward its own day colours below it. Drag the level and watch the sky and the hills move while the island, the planks’ moon rim and the lamps hold.

THE 5-LAYER DIORAMA + THE PLAY LAYER
0–69TOWARD DAY

BELOW 70 %: EACH COLOUR BLENDS TO ITS DAY COLOUR

Every layer has a day palette (the sky turns to the map’s day sky, hills to their day greens). Lamps, windows and signs fade out, the stars too, and the moon slowly becomes the sun. At 40 % a map is 43 % of the way to day.

70DESIGN POINT

70 %: PAGE 51’S LOOK, EXACTLY

The moonlit diorama as you picked it: five layers stepping lighter and cooler into the distance, the moon rim on every platform, warm lights against the cool night.

71–100DEEPER

ABOVE 70 %: THE DISTANCE GOES FIRST

Toward the full-night colour by each layer’s weight: the sky and far hills all the way, the play layer about half, rims barely, lamps, windows and signs not at all. So a darker level makes the fight pop against its backdrop.

110–140DEEPER · NEW

PAST 100 %: DEEPER THAN TODAY’S FULL NIGHT

The same step keeps going: +10 % takes the sky and far layers another 10 points toward the full-night colour (100 % 32 · 110 % 42 · 120 % 52 · 130 % 62 · 140 % 72), and the nearer layers catch up (the play layer’s weight goes from 0.55 at 100 % to 0.80 at 140 %, so the floor you fight on goes from −18 % to −57 %). Lamps, windows and signs stay lit. The ULTIMATE maps’ own art darkens with their play layer. The world grade (DARK VIVID) stays at its full-night amount, so fighters, guns and blood keep exactly today’s colours. In the game this is a lab setting for now (branch night-sheet); nothing ships until you pick.

ALLNEVER TOUCHED

FIGHTERS, GUNS, BLOOD, HUD

They skip the map’s night (DARK VIVID, as decided), so they look the same at every level. Only what is behind them changes, and that is what the readability numbers measure.

FIGHTERS

Each fighter colour against what is behind its body (the WCAG contrast ratio, averaged). The same boxes TF-MAPS measures in the game.

EDGES

Each platform’s top 4 px against the backdrop just above it. Higher means you find the floor faster.

BLOOD

The WET AND HEAVY red (KEEP IT RED) against the floor where it pools, as a colour difference (ΔE). 25 or more is clearly different.

THE 6 % RULE

Fighters must keep at least 94 % of today’s contrast (TF-MAPS’ acceptance rule; today is page 51’s reading of the real frames) and never drop under 3 : 1. A level that breaks it gets a red flag.

PAGE vs GAME · THE TWO MAPS ALREADY IN THE GAME

Backyard and Monsoon Rooftops are built (TF-MAPS drop 1). Left of each handle is this page, right is the real game still at the same level (captures/ml_final/iphone, cropped to the same frame, fighters off). Drag to compare; the numbers are the same measure on both.

MATCHmeasuring…

PAGE vs GAME · ALL 18 MAPS, 29 OCT · 70 / 100 / 140 %

Every map drawn by this page (left of each handle) against the real game (right: the Mac player, branch night-sheet, the map alone in page 51’s frame, no fighters). 140 % is the new deepest level. Drag to compare.

CHECKmeasuring…
05

THE WALL: ALL 18 TOGETHER

Every map side by side, so the set reads as one game. Switch between today (v4), full night (100 %), the new deeper 130 % and your picks. Tap a map to jump to it.

YOUR NIGHT LEVELS

Every map starts on what the game shows today (v4). Change any on its chips above, or move them all at once below; the yellow ones are yours. Then SEND MY PICKS (it goes to the coordinator’s inbox), or COPY MY PICKS and paste it in chat. Player night controls stay locked, as you asked.

ALL MAPS:from today, rounded to a chip, 140 at most
COPIED! PASTE IT IN CHAT

Stickbash · page 53 (round 2, 29 Oct: the scale to 140 %, the real game stills from the night-sheet lab) · every map is drawn live in your browser by page 51’s renderer with the game’s night model (TF-MAPS A01: per-layer night and day colours, the 70 % design point, rims and lamps that never darken). The day colours of Backyard, Monsoon Rooftops, Spike Castle, Crate Canyon, The Cage and Dusty Saloon are the game’s own; the other 12 are this page’s, from each map’s game theme. Nothing is built until you pick.

YOUR PICKSCOPIED! PASTE IT IN CHAT