Map looks: themes, decor, lava, art, shapes
The 24 themes, decorations, the new lava, closed maps, custom art, slopes / moving decks, hardening. Newest first; green = new since your last visit here. Page made 09 Nov 2026, 06:28.
Lava meets the wall (r4) · ART ACID · ART COVER · FAULT LINE: an earthquake splits the can · HILL COUNTRY: hills, a half-pipe, boulde · HARBOUR LIGHTS - map.fireworks on the ro · CASTLE KEEP - the castle kit (REAL RENDE · PIRATE COVE - map.art + art kits only (R · CLOCKWORK FACTORY - map.art + art kits o · HARDEN RUN · TILT TABLE: the whole deck tilts; past t · GEARWORKS: ride the gear, swing, loop, t · STORM GALLEON: the whole ship rolls unde · LOW-GRAVITY ROOMS THAT FLOAT · TERRAIN IN THE MAP'S COLOURS · TALL MAPS: THE BACKDROP OVER THE WHOLE H · LAVA: soft heat, molten crust · CLOSED MAP: decor and depth · CRYSTAL CAVE: deep glow · SNOWY PEAKS: the aurora pass · NEON ARCADE: synthwave · DECOR: STRUCTURES II: every kind once · DECOR: STRUCTURES I: every kind once · DECOR: NATURE + LIFE: every kind once · CARNIVAL: the midway at night · AUTUMN FOREST: harvest dusk · HARBOUR: the night docks · SKY ISLANDS: above the clouds · WILD WEST: sundown · CANDYLAND: sugar rush · CYBER GRID: inside the machine · STADIUM: the final · LAB: something escaped · JUNKYARD: scrap at dusk · JAPANESE GARDEN: sakura night · PIRATE SHIP: at anchor · FACTORY: the toxic shift · HAUNTED CASTLE: blood moon · SPACE STATION: orbit · UNDERWATER: the reef floor
Being made: shape-run, art-run, art-skins, shape-run2
Lava meets the wall (r4)
Hot Foot, right wall, HIGH + LOW (after = live-lavaedge be891d076 / eng-integ 36f77b12e): the melt fills flush to the wall face, the surface ribbon + crest run into the wall with a small meniscus, the crest licks the face, no rectangle, no floating tick. Full before/after frames: *_full_before_after.jpg.
ART ACID
ART COVER
FAULT LINE: an earthquake splits the canyon floor in two
User pick 69. The floor is two map.carrier drift halves: at 6 s (then every 32 s) the crack shudders 1.6 s (dust + a jolt; bots are warned off the crack line), the halves drift 1.5 m apart over 2.8 s and a gap opens onto the river below (water: a fair fall; the ladder in the never-closing slot climbs out), they hold 12 s and drift back. 8 bots. clip_high / clip_low = MAP DETAIL HIGH / LOW (eng-shape 7e902d498, Mac build, 20 s; the split is in the second half; sheet_high = from 10 s). Proven (shapelab): a fighter standing on a quake half rides its 1.20 m drift with 0.00 m slip; validate checks the halves never clip the walls, the planks or each other; 0 exceptions.
HILL COUNTRY: hills, a half-pipe, boulders, a cave cliff, stairs and an ice slide
Every static map.shape kind on one MEDIUM map: filled-arc hills and a filled half-pipe bowl, a curved one-way arch bridge, round boulders, a concave cliff with a cave mouth, stepped stairs up to it, leaning / angled walls, an ice slide and a mud pit; 8 bots run up and down it. clip_high / clip_low = MAP DETAIL HIGH / LOW (eng-shape 7e902d498, Mac build, 20 s at fit zoom). Proven (shapelab, same build, Mac and VM alike): a fighter walks up a 27 deg ramp grounded every frame and stands on it with 0.000 m creep; an ice ramp slides a fighter 2.67 m downhill; the bots' graph has spans on the shape tops; 0 exceptions.
HARBOUR LIGHTS - map.fireworks on the round win (REAL RENDERER, Mac run 2, eng-art a71ac37a6)
game stills HIGH / LOW + picker picture + game_high_clip.mp4 (a 4-bot round to its win). The show IS in the real-renderer clip at ~31-35 s (game_burst_33s_high.jpg: gold willow + blue ring over the skyline, bright, in front of the theme's far layers). Run 2 showed one bug, fixed after it (eng-art 53436f609): the bursts were pulled toward the map's middle by the roaming-parallax placement; they now land where written. Next run re-shoots them (+ [ENGFW] log lines). ROUND-WIN FIREWORKS (map.fireworks, ENG-ART 77) HARBOUR LIGHTS (stickbash-content packs/demo-art/harbour-fireworks.json, branch eng-art-crowd): a festival pier at night (sea / lamps / props kits); the round's win launches 6 rockets from the far water, bursting over the bay behind the island and the lighthouse (peony / ring / willow), the sky round each burst lit in its colour, with launch pops, bangs and crackle (2: 2.6 s into the show, 3: 3.6 s). MAP DETAIL (4-6): LOW 2 small rockets, no trails or flash; MEDIUM 4 with short streaks and the burst's light; HIGH 6 with long streaks, sparkle and the sky wash. Look only: its own random stream, nothing written or sent, art off = none of it. These are `studio.sh artview` stills (the art's exact triangles on a flat sky, NOT the game's night model / grade): --burst 2.6s / 3.6s. The real renderer: MAC_SESSION.txt.
CASTLE KEEP - the castle kit (REAL RENDERER, Mac run 2, eng-art a71ac37a6)
game stills HIGH / LOW + picker picture: stone courses with mortar, crenellations with depth, towers, gatehouse + portcullis, torches, ivy, banners - all map.art (castle kit). CASTLE KEEP: a haunted keep's yard drawn from the new castle kit ENG-ART castle kit (art/kits/castle.json, 21 symbols): stretchable ashlar wall tiles (2 m x 2.04 m, courses + dark mortar + lit joint edges, a recessed course with a lit lip; seamless both ways), coping, plinth, battlements whose merlons have a shadowed side face + lit top + cast shadow, corbelled walkways, square + round towers (quoins, arrow slits, lit leaded windows, corbelled crown), a cone roof, a gatehouse with voussoirs and a half-raised portcullis, buttresses, flickering wall torches, moss, swinging ivy, banners (hanging + flying), a ruined wall end, a far castle. Demo packs/demo-art/castle-keep.json: closed 24 x 12 m yard, walkways 5.6 m, gatehouse walk 7.6 m, tower ledges / tops, 6 ladders, 6 spawns; theme haunted-castle spectral. validate / lint / gate-static clean. Budgets (worst 32 m window): LOW 11,669 / 16,000 (73 %), MEDIUM 29,771 / 40,000 (74 %), HIGH 58,201 / 80,000 (73 %). Stills = artview (the exact triangles on a flat sky, no night grade / theme layers): castle-keep_high / _medium / _low, castle-kit-sheet.
PIRATE COVE - map.art + art kits only (REAL RENDERER, Mac run 2, eng-art a71ac37a6)
game_high.png / game_low.png = studio.sh preview stills (MAP DETAIL HIGH / LOW, the game's night model); game_picker_picture.png = the arena picker picture (auto-framed on the art, lifted). The galleon, masts, billowing sails, rigging, lighthouse, dock and boathouse are all map.art pieces from the ship / sea kits (no code). PIRATE COVE + GALLEON DECK: the ship kit's galleon upgraded (rev 2) hull-galleon: a keel with rocker and a darker keel strip, a WET WATERLINE BAND (near-black, a thin wet highlight, gloss streaks), a weedy bottom, a tumblehome shadow, plank lines; new rail-balusters (a 1 m stretchable railing of turned balusters), sail-furled and sail-reefed; full rigging (stays, shrouds, ratlines). GALLEON DECK set (6 symbols, origin = the deck line's centre, sized to the STORM GALLEON map.carrier: 21 m deck): galleon-deck-hull, -quarter (cabin windows, quarter gallery, rail, stern lantern, helm), -fore, -waist, -rig (billowing sails) / -rig-furled: one map.artset whose pieces all `follow` the carrier at its deck-line centre. pirate-cove_high / _low = the PIRATE COVE demo with the new hull (validate / lint clean; LOW 70 %, MEDIUM 70 %, HIGH 64 % of the art budget). galleon-deck-* = the deck set on a mock deck (thin planks where the carrier's blocks are), HIGH / LOW, billowing and furled. ship-kit-sheet = the 41-symbol contact sheet. artview stills (flat sky, no night grade).
CLOCKWORK FACTORY - map.art + art kits only (REAL RENDERER, Mac run 2, eng-art a71ac37a6)
game stills HIGH / LOW + picker picture; game_high_clip.mp4 / game_low_clip.mp4 = 8 bots, 8 s, fit camera: the rotor wheel's brass planks are art following the map.rotor (follow), clock hands / gears turn, the pendulum swings (HIGH; still below HIGH like every built-in map).
HARDEN RUN
TILT TABLE: the whole deck tilts; past the grip angle everyone slides
User pick 70. One map.carrier rock (22 deg each way, 16 s) carries the arena deck, crates, posts and two upper decks; its shapes have grip 15deg, so past 15 deg fighters slide downhill with friction (a = g (sin - mu cos)) into the end rails and re-balance as it tilts back; 8 bots. clip_high / clip_low = MAP DETAIL HIGH / LOW (eng-shape ece92056d, Mac build, 20 s). Proven (shapelab, same build): a fighter standing still on a 24 deg tilting deck with grip 15 slid 0.65 m along it; on a 27 deg walkable ramp WITHOUT grip a standing fighter holds its spot (0.000 m); 8-bot perf p95 1.43 ms LOW; 0 exceptions.
GEARWORKS: ride the gear, swing, loop, tilt and get flung
Moving carriers of every kind on one map: a 22 s turning gear (hub + 4 arms + paddles), two level swings, a closed bezier ferry loop, an elevator, a tilting see-saw and a catapult arm (flip) that flings riders; 8 bots. clip_high / clip_low = MAP DETAIL HIGH / LOW (eng-shape ece92056d, Mac build, 10 s). Proven: online, a host + an online joiner on the VM (8 fighters, 60 s deathmatch) applied identical carrier states on every snapshot tick (2079 / 2079 equal, the same arena def on both, carriers moving all round; engnet_check PASS). A rider on a turning plank drifts 0.016 m in 1 s (shapelab ride_wheel); 8-bot perf p95 1.74 ms LOW / 2.04 ms HIGH; 0 exceptions. Not claimed yet: bots taking the Ride links on this map (the graph has 10; none were chosen in these short runs - the dedicated botride check is on the VM).
STORM GALLEON: the whole ship rolls under your feet
One map.carrier (motion rock: 6 deg each way, 8 s, 0.25 m heave) carries the entire galleon - hull, decks, stepped stairs, forecastle, mast, yard and the top's curved rail - in a still sea; 8 bots fight on it. clip_high / clip_low = MAP DETAIL HIGH / LOW (game eng-shape ece92056d, Mac build, 10 s of fight at fit zoom). Proven in the real game (shapelab, same build): a fighter standing on a rocking deck stays on it 532 / 532 frames with 0.009 m drift in the deck's frame; 8-bot perf on this map p95 1.42 ms LOW / 1.62 ms HIGH (MacTest, nice 10); 0 exceptions. Art is the engine's plain shape look (fill + lit walk edges + ink outline); bespoke hull / sail art is ENG-ART's map.art, which follows the carrier's pose.
LOW-GRAVITY ROOMS THAT FLOAT
A low-gravity room on an engine map is no longer a flat teal box: soft motes drift up from its floor and slow as they rise, its edge shimmers softly in the map's own tint, and it stays light at every MAP DETAIL (LOW keeps a still soft edge and a handful of motes).
TERRAIN IN THE MAP'S COLOURS
Breakable terrain floors, their debris and the swinging and moving planks now take their colour from the map's palette and grade, so wood still reads as warm wood, stone as stone and glass as glass, but a blood-red castle and a neon station no longer share the same flat tan floor.
TALL MAPS: THE BACKDROP OVER THE WHOLE HEIGHT
A tall engine map (30 m and up, like the 46 m BLOOD SPIRE) is now composed from the ground up: the landscape sits at its foot and sinks away as the camera climbs into a deeper, starrier sky with haze bands at altitude, and the whole-map preview of a wide or tall map is covered edge to edge instead of showing black above, below or at the sides.
LAVA: soft heat, molten crust
The lava glow now fades softly at the top and sides, over a dark molten body with drifting rock crust, slow veins and bubbles.
CLOSED MAP: decor and depth
A closed tall map on the Desert Canyon look: the decor at the spawns and the backdrop anchored where the fight is.
CRYSTAL CAVE: deep glow
A deep cave lit by its crystals: stalactites, a crystal-studded wall, glowing mushrooms, drips and sparkles.
SNOWY PEAKS: the aurora pass
A high mountain pass under the aurora: snow-capped ranges, pine forests, drifting snow.
NEON ARCADE: synthwave
A synthwave arcade: a striped sun, neon wire mountains, a glowing grid, cabinets humming.
DECOR: STRUCTURES II: every kind once
The look library's decor, each kind once: it stands on the floor, hangs from the deck or flies in the sky.
DECOR: STRUCTURES I: every kind once
The look library's decor, each kind once: it stands on the floor, hangs from the deck or flies in the sky.
DECOR: NATURE + LIFE: every kind once
The look library's decor, each kind once: it stands on the floor, hangs from the deck or flies in the sky.
CARNIVAL: the midway at night
A night carnival: striped big tops, a turning ferris wheel, strings of party lights and confetti.
AUTUMN FOREST: harvest dusk
An autumn wood at dusk: layered hills, orange crowns, mushrooms, a lantern on a fence, falling leaves.
HARBOUR: the night docks
The docks at night: a city across the water, cranes, containers, a lighthouse beam, buoys bobbing.
SKY ISLANDS: above the clouds
Floating islands above a sea of clouds: waterfalls into the mist, birds, banners in the wind.
WILD WEST: sundown
A frontier town at sundown: false-front saloons with lit windows, a water tower, mesas, cacti, a windmill.
CANDYLAND: sugar rush
A sugar world at night: striped candy hills, lollipop trees, gumdrops, candy canes and sprinkles.
CYBER GRID: inside the machine
Inside the machine: a neon grid to the horizon, wireframe peaks, data towers with running lights, data rising.
STADIUM: the final
A packed stadium on final night: stands full of a bobbing crowd, floodlights, a scoreboard, camera flashes.
LAB: something escaped
A secret lab: panelled walls, pipes, glowing specimen tanks, server racks blinking, warning lights.
JUNKYARD: scrap at dusk
A scrapyard at dusk: heaps of wrecks and tyres, a crane with a magnet, chain fence, sodium lamps.
JAPANESE GARDEN: sakura night
A moonlit temple garden: misty ink mountains, a pagoda, cherry trees, a torii gate, paper lanterns, petals.
PIRATE SHIP: at anchor
A pirate ship at anchor under the moon: the sea to the horizon, distant ships, masts and swinging lanterns.
FACTORY: the toxic shift
A heavy-industry yard: saw-tooth sheds, chimneys pouring steam, cranes, sodium lamps and sparks.
HAUNTED CASTLE: blood moon
A haunted castle under a blood moon: towers with one lit window, bare trees, a graveyard and bats.
SPACE STATION: orbit
An orbital station: a ringed planet, a nebula, modules and solar wings blinking against the stars.
UNDERWATER: the reef floor
The sea floor: light shafts from far above, coral reefs, swaying kelp, fish and jellyfish.
VOLCANO: on the rim
The rim of an erupting volcano: a glowing cone, basalt ridges, lava light from below, embers rising.
DESERT CANYON: red rock at dusk
Red canyon country at dusk: buttes with a warm crest, dunes, cacti and tumbleweed.
JUNGLE TEMPLE: lost in the trees
A lost temple in the jungle at night: a stepped pyramid, a deep canopy, vines, torches and fireflies.
SUNSET ROOFTOPS: the last light
The last light over the old town's roofs: a huge low sun, chimneys, water tanks and birds.
NIGHT CITY: neon downtown
A rain-slick downtown at night: towers of lit windows, red blinkers, neon in the alleys.







































































































































































































































