Other
Everything else. Newest first; green = new since your last visit here. Page made 09 Nov 2026, 06:28.
map.grade - the map's colour grade as ev · COVER (new art, real game) · REAL FOG: banks lit from above · REAL SHOCK: grated panels that arc · REAL PHASE: hard-light panels · REAL ACID: a bubbling toxic pool · REAL COLLAPSE: the floor gives way · REAL SUPPORTS: real columns · REAL CHAINS: real decks on steel chains · REAL TERRAIN DAMAGE: shaded cells breaki · REAL TERRAIN: shaded materials · REAL EARTHQUAKE: stone ledges that crack · REAL CLOSING WALLS: crushing steel · REAL BLACK HOLE: lensing, a disc and inf · REAL ZONE: a lit hold circle · REAL SWITCHES: a button and a target · REAL PLATE: a pressure plate that sinks · REAL DOOR: a heavy steel slab in its gui · REAL SPAWNER: a beam of light on a lit p · REAL ANVILS: a swing, a drop, a dent · REAL SPIKES: honed steel on a bolted pla · REAL WEATHER: rain with depth and lightn · REAL BUMPER: rubber that squashes and sp · REAL TILES: sandstone that cracks and dr · REAL WIND: air you can see · REAL CRUSHER: a hydraulic press · REAL SAW: a brushed steel blade on its r · REAL BELT: a rubber conveyor on rollers · REAL MOVER: a wooden deck on its track · REAL ROTOR: a steel hub, I-beam spokes, · REAL PORTAL: a swirling mouth that bends · REAL RUN · Pendulum blades with real swing physics · Laser hazards: emitters, glow, sweeping · Falling debris: real throwables · Mud and quicksand pits · Day/night inside the night lock · Lava finale: the rising level speeds up · Moon phase: low gravity at moonrise · Descending spike ceiling
Being made: integ-run, thumbs-proof
map.grade - the map's colour grade as events during play (inbox #454)
Demo map packs/demo-grade (engine 4), 2 passive bots, fit camera, 20 s at HIGH and LOW (game eng-ult dee41ef21). 0-4 s: the map's own look (sunset rooftops, night 85 %). From 4 s: DUSK (a cond on time) - night 100 %, brightness 0.8, a warm tint, over 3 s. 8 s: the lever is pulled - LIGHTS OUT (brightness 0.3 + elements dim 1 in 0.4 s); 10.5 s: pulled back - the light returns over 1.5 s. From 12 s of fight time: THE LAST 30 S (a cond on time) - saturation 0.15 over 2 s. Look only: no state on the wire, the same on every phone; one shader global + the existing map sat / dim globals.
COVER (new art, real game)
The new cover art in the real game: tall grass with seed heads, cattail reeds, berry bush, small shrubs, hedge, haystack and hay bales (wild set); velvet curtain, metal sheets, tarp, crates, barrels, sandbags, rubble (camp set). Being changed now (your 7 Nov note): no invisibility trick any more - cover is simply drawn in front of the fighters, so walking behind it hides you naturally.
REAL FOG: banks lit from above
Soft fog lighter on top and darker below drifts and breathes, with wisps trailing off its edges.
REAL SHOCK: grated panels that arc
Steel housings with coil grilles; the warning heats an amber strip, then branching arcs, sparks and soot that cools after.
REAL PHASE: hard-light panels
See-through cyan panels between steel projectors flicker like a failing tube, break into rising sparkles and flash back.
REAL ACID: a bubbling toxic pool
A deep-to-bright body, a rolling surface with a wet foam line, bubbles that rise and pop, and green fumes drifting up.
REAL COLLAPSE: the floor gives way
Shaded terrain and real chain decks over a floor that cracks along its mortar and gives way.
REAL SUPPORTS: real columns
Wood, stone and steel pillars with capitals and bases crack as they weaken, shed grit on every hit and fall as rubble.
REAL CHAINS: real decks on steel chains
The hanging decks are grained boards with steel brackets where the chains bite, the bridge a row of planks on a stringer.
REAL TERRAIN DAMAGE: shaded cells breaking
The shaded, speckled cells crack and break apart as they are hit.
REAL TERRAIN: shaded materials
Every terrain cell is shaded from above with a lit top edge, and stone and dirt carry world-anchored speckle.
REAL EARTHQUAKE: stone ledges that crack and fall
Speckled stone ledges shudder, crack wider and shed grit, then fall as rock chips that land, settle and fade in dust.
REAL CLOSING WALLS: crushing steel
Ribbed steel walls with hazard chevrons shudder as they close and grind sparks and dust off the floor.
REAL BLACK HOLE: lensing, a disc and infalling debris
A dark eye with a photon ring wakes into a tilted accretion disc with a bright near side, a lensed arc and debris spiralling in.
REAL ZONE: a lit hold circle
A soft light disc with worn painted dashes brightens while it is held, with motes rising.
REAL SWITCHES: a button and a target
The button travels down eased and clicks; the painted steel target rocks on its bolt and sparks when it is hit.
REAL PLATE: a pressure plate that sinks
A treaded steel plate in its housing sinks when pressed, its lamp strip lights and it clicks.
REAL DOOR: a heavy steel slab in its guides
Recessed panels and a worn hazard edge in steel guide rails; it shudders as it moves and lands with a settle, dust and a thud.
REAL SPAWNER: a beam of light on a lit pad
A soft beam from above with dust turning in it marks the pad, and the ring light flashes with sparks when the gun arrives.
REAL ANVILS: a swing, a drop, a dent
Each anvil swings on its rope through the warning, falls where the shadow said, and lands with grit, dust and a dent that fades.
REAL SPIKES: honed steel on a bolted plate
Each spike is lit on one flank and dark on the other, a glint runs the row, and they shoot out with a dust puff, never blood.
REAL WEATHER: rain with depth and lightning
Rain falls in three depths and splashes on the ground, fog thickens low, and a forked bolt lights the sky with each flash.
REAL BUMPER: rubber that squashes and springs back
A rubber ring around a chrome cap squashes on a hit and springs back; the pad is a mat on coil springs that dips and recoils.
REAL TILES: sandstone that cracks and drops
Speckled stone tiles shake and crack as they go, then drop as chips that land, settle and fade, with a puff when they grow back.
REAL WIND: air you can see
Streaks of different lengths and speeds fade head to tail and bend a little, and dust motes ride the wind across the field.
REAL CRUSHER: a hydraulic press
A housing at the ceiling, a chrome ram and a heavy bolted head; the slam throws rock chips that settle, side dust and a dent that fades.
REAL SAW: a brushed steel blade on its rail
Shaded teeth, brushed rings and a bolted hub; it blurs when fast, spins up and down eased, and sparks where it bites the floor.
REAL BELT: a rubber conveyor on rollers
A steel frame, rollers turning at the belt's real speed and rubber cleats sliding along it, so the direction reads at a glance.
REAL MOVER: a wooden deck on its track
The lift and the ferry are steel-capped wooden decks on a bolted rail, with small wheels turning as they travel.
REAL ROTOR: a steel hub, I-beam spokes, wooden decks
The hub turns its bolt circle with the wheel, the spokes are lit I-beams, each deck is grained wood on a steel bracket, fast spins blur.
REAL PORTAL: a swirling mouth that bends light
A heat haze around a bright rim, spiral arms turning into a deep void, sparks drawn in, a flare and a ring when someone goes through.
REAL RUN
Pendulum blades with real swing physics
In the real game build four blades on a rope, chains and a rod swing like real pendulums: each one's period matches its length (219-226 ticks against 210-212 from 2 pi sqrt(L/g), with the large-swing lengthening). They sweep the walking lane at chest height: a walker crossing under them was caught 8 times in 14 s. Each hit shows an impact frame, a short hit-stop with sparks, and the walker thrown along the blade's swing with blood (hit_close_3s.mp4, the hit at 0.8 s). The gameplay digest was the same with the look ON, OFF and at LOW (9333bd08158739ad). Perf with 8 bots at LOW: p95 1.85 ms.
Laser hazards: emitters, glow, sweeping grid
In the real game build laser emitters fire glowing beams with a hot core, haze and flicker; a beam sweeps and a rotating grid of beams cuts the room. The hazard state was the same with the look ON, OFF and at LOW over the 99 sim ticks before the lasers ended the round (5ecd8cf8e18a06af); a full 300-tick window was not reached.
Falling debris: real throwables
In the real game build rocks, bricks, chairs, crates and bottles fall after a warning marker and land as loose objects in the arena. The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (9f3baf61563f0eae).
Mud and quicksand pits
In the real game build fighters wade through a quicksand pit (the slow-down, sinking and weaker jump are the block's rules, checked by core tests); each step leaves a dimple that fills back in with ripples and splatter, and the swirls and ripples lie flat in the surface. The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (f4bfac9cb127216e).
Day/night inside the night lock
In the real game build the darkness deepens from dusk to full night within the locked 85-100 % band, and night-only hazards switch on at deep night. The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (87d6de3b0f38f913).
Lava finale: the rising level speeds up
In the real game build the lava warns, then rises faster and faster until it reaches its top, while the camera pulls out to keep the fight in view. The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (4647ffdee31d8237).
Moon phase: low gravity at moonrise
In the real game build the moon rises after a warning and gravity eases down: fighters jump higher and float longer, then gravity eases back as it sets. The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (e7c5e2a0e49adb0d).
Descending spike ceiling
In the real game build a spiked ceiling on chains warns, then comes down slowly, holds and rises again. A map is refused when the warning plus the descent leave no time to run out from under it (a core test checks that rule). The gameplay digest over the same 300 sim ticks was the same with the look ON, OFF and at LOW (3ae545fc2fff4b85).


























































































