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Mega map, showcase + big maps

MELTDOWN, the AI-made showcase maps, big maps of any size, engine maps in rooms. Newest first; green = new since your last visit here. Page made 09 Nov 2026, 06:28.

HAUNTED KEEP - an ULTIMATE-class engine · Spawn control in map documents (inbox #4 · kit.train - carriages, roofs, wind, low · kit.mineshaft - galleries off a shaft · kit.clocktower - gears, turning hands, p · SUNKEN WRECK - underwater arena from blo · kit.galleon - a storm at sea, from one b · MELTDOWN, the mega map: six zones in one · BLOOD SPIRE (tower, haunted-castle blood · ORBITAL (arena 8, space-station nebula) · SUNKEN TEMPLE (squad, jungle-temple emer · GLASS POND (duel, japanese-garden maple) · Engine maps in rooms: pickers, the vote, · BIG MAPS - THE LONG HAUL (an engine map · Two players online on an engine-made map · Your A22 downloads Bounce House from our · Bounce House: a brand-new map an AI agen

Being made: ult-base-replica, ult-tools

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HAUNTED KEEP - an ULTIMATE-class engine map (castle + ruins kits, ENG-ART art)

updated 08 Nov 09:48

Real renderer (run6, game eng-ult 82a68b98e, content 5dedd1b): stills HIGH fit / follow2 / follow7, LOW fit / follow2; 8-bot clip at MAP EVENTS chaos (50 s, fit camera). Look: a donjon with roof and flag behind the gatehouse, moon with halo, layered far towers in fog, drifting clouds, coursed stone with crenellations, lit windows, torch / brazier pools, ivy, moss, banners, ruin arches, broken chapel walls, a graveyard with dead grass cover, a mausoleum facade. gate --full PASS (run9, game fd353b908 + content 4e5db59): every round of 2 / 4 / 8 bots, hazards on and off, ends with a winner; no unreachable floor; CPU p95 <= 2.8 ms with 8 bots. Gameplay since the stills (look unchanged): the gate starts open (kit.castle gateOpen), a ladder out of the far-right ruin bay, the closing zone ends in the east courtyard or the east yard. Not yet: the gatehouse reads as a stone block over the portcullis (its arch is hidden behind the lintel solid); not published to TEST yet (needs a signed gate pass).

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Spawn control in map documents (inbox #408): groups per team / mode / player count, zones, facing

updated 07 Nov 13:50

The dev overlay (studio.overlay: spawns) on SPAWN GROUPS and HAUNTED KEEP: grey = main (fallback), blue = team a, orange = team b, white = free-for-all / duel, bars = spawn zones, arrows = facing, diamond = humans-only. Proved in the real game (Mac build eng-ult a4412f6cc, run 2): the overlay stills at HIGH and LOW; clip.mp4 = a 4-bot free-for-all round start on SPAWN GROUPS: the fighters start on the ffa group (the zone on the middle ledge, the two floor points facing in), none on the corner main spawns; the humans-only point is skipped (every fighter is a bot in a lab play). Seen in that clip and fixed after (eng-ult 01057cdd0): two bots sharing one point started inside each other -> shared points now spread 0.9 m apart. Respawn rules / team matches are covered by core tests (SpawnTests 9/0), not by a real-game clip.

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kit.train - carriages, roofs, wind, low bridges

updated 07 Nov 12:00

The train kit: cars with roofs and a flatcar, ladders, couplers, crates, head wind on the roofs (map.field), low bridges sweeping the roofs (map.sweep). Proved in the real game (Mac MacTest build eng-ult 40f41a415, 7 Nov 11:50, one Studio session): stills at 0 / 10 / 22 s at HIGH and LOW tier + MAP DETAIL (high_*.png / low_*.png), and an 8-bot play: round 1: 18 s, 7 K.O.s, Bablu; round 2: 43 s, 7 K.O.s, Rocky; 0 stuck episodes; deaths by cause {'Damage': 12, 'Explosion': 2}. Not yet proved: per-tier perf without recording, online play (VM ticket queued), the gate --full (stopped for the iOS archive).

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kit.mineshaft - galleries off a shaft

updated 07 Nov 12:00

The mineshaft kit: alternating galleries, a lift + a ladder with landings, barrels, rotten planks (map.tiles), a steam vent strike. Proved in the real game (Mac MacTest build eng-ult 40f41a415, 7 Nov 11:50, one Studio session): stills at 0 / 10 / 22 s at HIGH and LOW tier + MAP DETAIL (high_*.png / low_*.png), and an 8-bot play: round 1: 26 s, 7 K.O.s, Bunty; round 2: 19 s, 7 K.O.s, Bablu; 0 stuck episodes; deaths by cause {'Damage': 10, 'Explosion': 4}. Not yet proved: per-tier perf without recording, online play (VM ticket queued), the gate --full (stopped for the iOS archive).

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kit.clocktower - gears, turning hands, pendulum, the bell

updated 07 Nov 12:00

The clocktower kit: galleries, two gears carrying planks (map.rotor), the hands turning (map.rotor spin), the pendulum (map.creature), pads to the belfry, the bell's ground stun. Proved in the real game (Mac MacTest build eng-ult 40f41a415, 7 Nov 11:50, one Studio session): stills at 0 / 10 / 22 s at HIGH and LOW tier + MAP DETAIL (high_*.png / low_*.png), and an 8-bot play: round 1: 36 s, 7 K.O.s, Pinky; round 2: 50 s, 7 K.O.s, Tinku; 0 stuck episodes; deaths by cause {'Damage': 11, 'Explosion': 3}. clip.mp4 = the round's real start + 16 s at fit zoom (8 bots). Not yet proved: per-tier perf without recording, online play (VM ticket queued), the gate --full (stopped for the iOS archive).

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SUNKEN WRECK - underwater arena from blocks

updated 07 Nov 12:00

map.underwater (everyone swims, swim bots) + kit.shipwreck (vents, kelp cover, jellyfish, shark) + an anglerfish lurker + a sea turtle you can ride. Proved in the real game (Mac MacTest build eng-ult 40f41a415, 7 Nov 11:50, one Studio session): stills at 0 / 10 / 22 s at HIGH and LOW tier + MAP DETAIL (high_*.png / low_*.png), and an 8-bot play: round 1: 73 s, 7 K.O.s, Sonu; round 2: 64 s, 7 K.O.s, You; 0 stuck episodes; deaths by cause {'Damage': 13, 'Hazard': 1}. clip.mp4 = the round's real start + 16 s at fit zoom (8 bots). Not yet proved: per-tier perf without recording, online play (VM ticket queued), the gate --full (stopped for the iOS archive).

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kit.galleon - a storm at sea, from one block

updated 07 Nov 12:00

The galleon kit with its sea, rolling deck (map.sway: camera tilt, level horizon, the sea heaving left / right), cannons and the storm director. Proved in the real game (Mac MacTest build eng-ult 40f41a415, 7 Nov 11:50, one Studio session): stills at 0 / 10 / 22 s at HIGH and LOW tier + MAP DETAIL (high_*.png / low_*.png), and an 8-bot play: round 1: 50 s, 7 K.O.s, Pinky; round 2: 42 s, 7 K.O.s, Bablu; 0 stuck episodes; deaths by cause {'Damage': 13, 'Explosion': 1}. clip.mp4 = the round's real start + 16 s at fit zoom (8 bots). Not yet proved: per-tier perf without recording, online play (VM ticket queued), the gate --full (stopped for the iOS archive).

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MELTDOWN, the mega map: six zones in one 192 m volcanic foundry, made with the engine and played on your A22.

updated 07 Nov 06:56

What it is (eng.map.meltdown r3, on the TEST channel, pack 46ba0462ec, 28 KB): - YARD: a wooden upper floor you can shoot through to the room below, and a wooden wall you can breach. The holes regrow. - CHAIN HALL: a bridge hanging on 4 steel chains over quicksand (it ripples and bubbles), with a chandelier above it. Shoot the chains and it tips, swings and falls. - FURNACE: a lava pool with crust rafts under a steel deck with electric panels. The lava rises at 34 s. From 52 s the deck collapses band by band, and only its middle island stays. - SINGULARITY: a black hole high in the hall (a violet eye, it pulls every few seconds) and a low-gravity column to float up. - CISTERN: a walled cistern that floods twice and drains, ice over it that cracks, steam, and an earthquake that drops planks and rains rocks you can throw. - CORE: a slab on pillars (shoot them and it sags, then collapses) and cargo hanging on a chain, in white-hot light. - Across the map: ziplines between the zones (two can be shot down), weapons appearing in every zone, and from 25 s the whole map closes in 3 steps toward one of three end areas picked per match. Each zone's name glows in its own colour. Files: - tour_high.mp4: a zone-by-zone tour at HIGH map detail, then a zoom-out to the whole map. Mac. - tour_low_detail.mp4: the same tour at LOW map detail. Mac. - match_high.mp4: 8 bots fighting on it. Mac. - a22_play.mp4: your A22 downloaded it at start-up and plays it with 8 fighters, at MAP DETAIL HIGH. (I switched the phone to HIGH for this take and back to LOW afterwards.) - a22_play_mapdetail_low.mp4: the same on the phone's own setting (LOW: the fighters first, darker backdrop). - still_zone0..5_high.jpg (Mac), still_zone2_low.jpg, still_whole_map.jpg, still_a22_high.jpg, still_a22_low.jpg. - a22_counters_logcat.txt: a 4-minute run on the phone with a test switch that also hits every chain, pillar and wooden floor. Every moving or breakable piece fired at least once, including the collapse finale. The fog has nothing to fire: it's look only. - earlier/: the first takes (r1, and the interim fly-overs).

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BLOOD SPIRE (tower, haunted-castle blood moon)

updated 07 Nov 06:28

A 46 m tower of six wooden floors that break to the storey below, two ladders a storey and a lift, chandeliers on chains and a black hole in the belfry.

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ORBITAL (arena 8, space-station nebula)

updated 07 Nov 06:28

A 128 m station in four zones (cargo on chains, the steel chain bridge, breach walls that grow back, a low-gravity dome) that closes in on 8 fighters in three legs.

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SUNKEN TEMPLE (squad, jungle-temple emerald)

updated 07 Nov 06:28

A 60 m jungle temple for 4: lava rises in the west shrine, the east cistern floods twice, and two zip lines ride down from the ziggurat summit.

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GLASS POND (duel, japanese-garden maple)

updated 07 Nov 06:28

A one-screen teahouse duel: shoot the wooden veranda out from under your rival, then the glass bridge, and they drop into the koi pond.

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Engine maps in rooms: pickers, the vote, rotation

updated 07 Nov 06:24

Downloaded engine maps now show up in PICK THE ARENAS with their size tags and a NEW badge, and an 8-player room votes between MELTDOWN, THE LONG HAUL and a built-in map, then plays the winner.

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BIG MAPS - THE LONG HAUL (an engine map 160 m wide = 10 x the Backyard, 24 m tall, five zones: yard, towers,…

updated 07 Nov 06:05

The whole map is one small document; there is no size limit (a map can reach 4 km each way), only per-screen budgets. First a fly-over from one end to the other, then each zone held at the zoom you play at, then a real match: 8 bots, the camera following one of them. The camera follows your fighter and widens to keep the fighters near you in the shot. Only what is near the camera is drawn (the rest of the level costs nothing); every moving part keeps running everywhere. Mac, 8 bots: 1.6 / 1.7 / 1.7 ms per frame at the 95th percentile on low / medium / high (budget 16.7 ms). Bots found each other across the map. The look is the desert-canyon theme with lamps by every spawn and a light in every zone, all kept on low quality too. Recorded on high quality; checked on low as well (low reads darker under the game's locked night, but platforms, fighters and decor stay clear). Recorded 7 Nov 2026 from game branch eng-map-world 1a5d4eca6.

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Two players online on an engine-made map: both screens match

updated 07 Nov 02:28

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Your A22 downloads Bounce House from our server at start-up and plays it.

updated 06 Nov 23:49

Test build b09fd0654 on the Samsung A22 (6 Nov 23:47). - splash.mp4: the app starts and asks api.stickbash.com what's new on the TEST channel. It finds Bounce House, the map an AI agent made, and the loading bar shows "Checking for new content..." and then "Downloading new content... 0 / 0.1 MB". The map is only 2.7 KB, so the download takes about 0.3 s. Then the phone checks the gate signature and the sha256 and registers the map. (For this recording the check started once the loading bar was on screen, with a dev switch. Normally it runs during the intro and finishes before the bar appears.) The log lines are in splash_content_log.txt. - play.mp4: the developer menu > ENGINE MAPS lists Bounce House ("signed + verified"). We tap WATCH and the match starts the normal way: ROUND 1, the spotlight, 3-2-1, FIGHT!. Then four bots fight on the map: pads, the lift, the floaty middle and the belt. - Stills: still_splash_checking / still_splash_downloading (the loading bar line), still_engine_maps_screen (the dev entry), still_play_countdown + still_play_t9s / t15s / t21s. - earlier/ = the takes from the first builds.

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Bounce House: a brand-new map an AI agent made with the engine CLI (pads, a lift to the icy top, a ladder, a…

updated 06 Nov 20:38