Problems fixed:
- Player spawn moved from inside central platform to open area (z=20)
- Removed broken internal stairs inside tower (disconnected ramps)
- Removed corner towers, walkways, stepping stones, wall-run corridor,
wall-climb surfaces, grapple anchors — all were overlapping or unreachable
- Reduced arena from 96x96 to 80x80 for tighter gameplay
- Crates properly spaced (1.5u apart), no overlaps or intersections
- Reduced from 6 spawns to 4 (corners only), each with 2 L-shaped cover
walls and clear exit routes — no more 3-wall traps
- Spawn alcoves use 2 walls max with open diagonal exits
- Dummies placed in open areas away from geometry:
TargetDummy at (0,-25), KillableDummy at (25,0),
WalkingDummy patrols z=-30 from x=-20 to 20
- Central platform simplified: 16x16 base (2u) + 8x8 upper (4u)
- 4 cardinal ramps properly connect ground to platform edge
- Cover walls placed in open lanes, not blocking movement
- Barrels placed along outer walls, not in pathways
- Fix tab character in _build_elevated_walkways() call (line 63)
- Fix untyped 'pos' variable in grapple pillar loop (line 376)
- Remove fog_sky_affinity (Godot 4.3+ only property)
- Replace preload() with load() for runtime script loading
- Replace 'is DoubleBarrelShotgun' type check with duck-typing
- Fix 'is not OfflineMultiplayerPeer' syntax in grenade spawn
- Replace absf() with abs() in state_machine, state_air, state_ground
- Update test_level.tscn to remove stale UID reference
All fixes verified: PARSE OK and scene runs without script errors
on Godot 4.2.1 headless.
96x96 arena with multi-level layout, grapple points, wall-run/climb
surfaces, 6 team spawns with anti-camping cover, and varied movement
challenges.
Map Features:
- Central multi-level structure: 20x20 platform (3u), 10x10 tower (6u),
14x14 top platform (9u) with crown cover walls and internal stairs
- 4 corner towers (5u high) with railings and top platforms
- 4 elevated mid-side walkways (3u) with railings connecting center to edges
- 8 ramps: cardinal to central, diagonal to corners, to walkways
- Quarter-pipe curve (8 segments) near NE corner
- 4 parkour stepping stone chains (NW, NE, SW, SE quadrants)
- Wall-run corridor (N side) with parallel walls, obstacles, and floor gap
- Wall-run surfaces on all 4 outer wall sections
- Wall-climb surfaces around central tower and mid-map (warm color)
- 4 grapple anchor pillars (15u tall) with visible tops at cardinal points
- Cover system: low walls, crate clusters, corridor walls, structural pillars
- Speed corridor with side rails, speed bumps, and floor markings
- 6 spawn alcoves (3 red: NW/SW/West, 3 blue: NE/SE/East) with cover walls
- Anti-spawn-camping: each alcove has 2+ exits and blocking walls
- Floor accent tiles in central area
- Atmospheric sky with procedural sky material and fog
- Directional sun + fill light + center omni + 6 spawn accent lights
- Decorative: barrels, hazard stripes, accent beams, spawn area lights
- Full multiplayer spawning, weapon system, HUD, entities preserved
- All movement states: ground, air, wall_run, wall_climb, wall_cling,
slide, dash, grapple
Parse verified clean with Godot 4.2.1 headless.
Root cause: builder created plain Node instances for the state machine
and states, so _machine.player = self in PlayerMovementController
crashed with 'Invalid assignment ... on base object of type Node'.
Now each node gets its real script attached before _ready() runs.
- _build_player: creates Player (CharacterBody3D) with capsule,
MovementStateMachine + 6 state children, attaches movement script
- Calls player._ready() manually after set_script (GDScript
set_script does not auto-trigger _ready)
- Camera parented under Player so it follows movement
- Restores _build_camera() which was accidentally dropped