Map pieces (blocks)
Every engine block: zip lines, quicksand, hazards, logic, liquids, closing zone, recipes. Newest first; green = new since your last visit here. Page made 09 Nov 2026, 06:28.
Zip line v2: real cable physics, a swing · MAP.LIGHT: beams and mood · MAP.DECOR: show-off pieces · MAP.THEME: one block, a whole place · LOGIC: both plates open the vault · TWO LIQUIDS: a flood beside rising lava · SAFE DROP: no accidental drop into lava · DEBRIS: chunks to pick up and throw · FOG: fog hides the fighters · FLOOD: the room floods, then drains · EARTHQUAKE: the ground shakes; platforms · CLOSING WALLS: the walls close in · BLACK HOLE: a black hole opens · SHOCK FLOOR: the panels glow, then bite · QUICKSAND: keep moving or sink · SNAP: shoot the wire: it snaps · ZIP LINE: grab the wire, ride it down · CAMERA RULE: the pit pulls the camera in · STORM: a storm rolls in · ARMORY: guns where the light shines · ANVILS: watch the shadows · SPIKE FLOOR: the floor bites · CRUSHER: it shakes, then it slams · SAW RAIL: time your crossing · LASER SWEEP: blink, then burn · ZONE: hold the circle to start the belt · SWITCHES: a button and a target · PRESSURE PLATE: stand on the plate to tu · DOOR: a button opens the middle door · PHASE PLATFORMS: platforms that come and · BUMPERS: bounce, launch, fly · CRUMBLING TILES: a bridge that crumbles · FIELDS: float on the left, wind on the r · RISING LAVA: the lava rises: get up high · BELT: the floor runs right, the top belt · MOVER: a lift and a ferry · ROTOR: a ferris wheel and a windmill · PORTAL: in one side, out the other · Rockfall: a seeded random event · Three Bells: a three-target vault
Zip line v2: real cable physics, a swinging rider, a cable that snaps
In the real game build the rider grabs the T-bar of a two-wheel trolley with both hands, leans back, speeds up downhill on a cable that sags under them, swings forward when it stops, and drops off with the speed it had. A shot cable rings, frays and snaps. Both halves whip back and the trolley flies off. Grabs 3, drops 3, cable hits 2, snaps 1, top speed 7.7 m/s, swing -37 to 57 degrees. The gameplay digest 49a3d9018f5027f8 matched with the look ON, with it OFF, and at LOW. Perf at LOW with 8 bots: p95 2.84 ms. Online, host and joiner states matched on the VM (3989/3989 and 3027/3027). Clips: before_low / before_high / before_snap (old zip line) and after_high / after_low / after_off.
MAP.LIGHT: beams and mood
Two sweeping spotlights and the stadium's grade over a final-night crowd.
MAP.DECOR: show-off pieces
Decor kinds standing, hanging and flying, each in the game's own vector style.
MAP.THEME: one block, a whole place
Night City (neon): sky, three parallax layers, materials, palette, rain, from one block.
LOGIC: both plates open the vault
Two plates AND a door: it opens only while BOTH plates are pressed.
TWO LIQUIDS: a flood beside rising lava
Water floods the left room while lava rises in the right one: two map.level regions, each in its own span.
SAFE DROP: no accidental drop into lava
The plank over the spike pit is solid (no dashes): DOWN cannot drop you onto the spikes; the side planks keep their dashed underside and drop.
DEBRIS: chunks to pick up and throw
Shadows mark where chunks of rock will land; pick one up and throw it.
FOG: fog hides the fighters
Thick fog patches hide the fighters inside them; their name tags stay above it.
FLOOD: the room floods, then drains
Water pours in and rises to the ledges, then drains away (map.level water on a timeline).
EARTHQUAKE: the ground shakes; platforms fall
A rumble warns, then the ground shakes: everyone sways and the loose ledges crack and fall.
CLOSING WALLS: the walls close in
The edges flash, then two walls slide in from the sides and squeeze the fight into the middle.
BLACK HOLE: a black hole opens
A swirl warns, then a black hole pulls everyone toward its core; touch the core and you are gone.
SHOCK FLOOR: the panels glow, then bite
Floor panels glow yellow as a warning, then shock whoever stands on them, in a moving wave.
QUICKSAND: keep moving or sink
Wade through the pit: keep moving and you stay up, stand still and it swallows you.
SNAP: shoot the wire: it snaps
The wire takes two shots, snaps (riders drop), and is back 4 s later.
ZIP LINE: grab the wire, ride it down
Jump at the wire to grab it and slide down to the far side, gun out; jump to let go.
CAMERA RULE: the pit pulls the camera in
In the middle pit the camera pulls in tight; outside it the normal camera.
STORM: a storm rolls in
Rain thickens into a storm with lightning flashes; the night stays as the map locks it.
ARMORY: guns where the light shines
A light marks the pad, then a gun appears there.
ANVILS: watch the shadows
Shadows grow on the floor, then anvils land in them.
SPIKE FLOOR: the floor bites
The middle of the floor trembles red, then bristles with spikes; the ledges are safe.
CRUSHER: it shakes, then it slams
A piston shakes its warning, then slams the middle of the floor.
SAW RAIL: time your crossing
A saw blade runs along its rail over the floor; time your crossing.
LASER SWEEP: blink, then burn
A ceiling laser blinks its warning, then burns as it sweeps the floor.
ZONE: hold the circle to start the belt
Hold the marked circle for 1 s: the belt under it starts.
SWITCHES: a button and a target
Touch the button: the belt runs backwards; hit the target: the door opens.
PRESSURE PLATE: stand on the plate to turn the wheel
A fighter on the plate (it lights up) turns the wheel; step off and it stops.
DOOR: a button opens the middle door
Step on the left button: the middle door slides up, then shuts again 3 s later.
PHASE PLATFORMS: platforms that come and go
Platforms blink a warning, vanish and come back on a beat.
BUMPERS: bounce, launch, fly
A trampoline in the middle launches whoever crosses it; two round bumpers bounce them off.
CRUMBLING TILES: a bridge that crumbles under your feet
A bridge of tiles: stand on one and it shakes, drops away, then grows back.
FIELDS: float on the left, wind on the right
Low gravity on the left (fighters float), a steady wind blowing left on the right.
RISING LAVA: the lava rises: get up high
Lava floods the floor after a warning; get up on the ledges.
BELT: the floor runs right, the top belt left
The floor is a conveyor running right; the upper belt runs left.
MOVER: a lift and a ferry
A lift rides up and down on the left, a ferry glides across the middle.
ROTOR: a ferris wheel and a windmill
A ferris wheel of four planks turns in the middle; a small windmill spins on the left.
PORTAL: in one side, out the other
Step into the purple mouth, come out of the orange one up on the right ledge.
Rockfall: a seeded random event
Rocks fall at random spots over the middle, each warned by a growing shadow, and the same seed drops them the same way every time.
Three Bells: a three-target vault
Hitting all three targets opens the vault door for the rest of the round.
Last Two: rising lava
When only two fighters are left an alarm sounds and the lava rises over the floor, stopping just under the ledges.
Press Line: a timed hazard cycle
Floor spikes and a crusher take turns on one seven-second beat, and each one shakes for a second before it can hurt.
Two Keys: a door that needs two plates
The vault door slides open only while both pressure plates are held, one on the left ledge and one on the floor.















































