feat(map): high-quality movement map with spawns, cover, and wall-run surfaces #18

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Hermes wants to merge 1 commits from feat/2-movement-map into main
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Movement Map v2

Overview

A complete multiplayer-ready movement map built entirely in GDScript (no .tscn SubResource references).

Map Features

Multi-Level Layout

  • Central raised platform (2u high, 16x16) with 4 cardinal ramps
  • Central tower (4u high, 6x6) with metal top platform
  • 4 corner elevated platforms (3u high, 8x8) with corner ramps
  • Stepping stone parkour chains in diagonal corners
  • Mid-side elevated walkways connecting center to edges

6 Player Spawns with Anti-Spawn-Camping

  • 3 red spawns: NW corner, SW corner, West mid
  • 3 blue spawns: NE corner, SE corner, East mid
  • Each spawn in a covered alcove with 2+ exit routes
  • Cover walls block line-of-sight from common angles
  • Warm (red) and cool (blue) accent lighting per team

Wall-Run Surfaces

  • Blue-metallic smooth walls on all 4 outer wall sections
  • Inner wall-run walls around central tower
  • Positioned for skillful wall-run → wall-jump → air chains

Cover & Tactical Lanes

  • Low walls (1.5u) for crouch cover in central areas
  • Crate clusters (stackable, movable-cover feel)
  • Corridor walls creating mid-map lanes
  • Structural pillars for peeking and cover

Movement Variety

  • Wide corridors for sprint/slide/dash
  • Ramps at multiple angles for momentum
  • Parkour stepping stones at varying heights
  • Open areas for aerial combat

Visual Polish

  • Warm sunset directional sun with shadow cascades
  • Cool fill light from opposite side
  • Omni accent lights at spawns and platforms
  • Atmospheric fog with warm sky color
  • Varied materials: concrete, metal, wood, crate, wall-run blue
  • Decorative barrels, hazard stripes, edge trim, accent beams

Code Changes

  • debug/test_level_builder.gd: Complete rewrite with new map geometry
  • Added _ramp_mat() function for material-based ramps
  • _build_sky(): WorldEnvironment with fog and ambient
  • _build_layered_lighting(): Sun + fill + accent omni lights
  • _build_spawn_points(): 6 spawns with cover alcoves (_spawn_alcove, _spawn_cover_wall)
  • _build_wall_run_walls(): Dedicated wall-run surfaces
  • _build_cover(): Low walls, crates, corridor walls
  • _build_pillars(): Structural cover pillars
  • _build_decorations(): Barrels, accent beams, hazard stripes
  • movement/tests/test_fsm_runner.gd: Fixed queue_free() void return parse error

Parse Verification

godot --headless --path /home/ai-agent/Papay-Shooter -e --quit
# PARSE OK - no SCRIPT ERROR or Parse Error
## Movement Map v2 ### Overview A complete multiplayer-ready movement map built entirely in GDScript (no .tscn SubResource references). ### Map Features **Multi-Level Layout** - Central raised platform (2u high, 16x16) with 4 cardinal ramps - Central tower (4u high, 6x6) with metal top platform - 4 corner elevated platforms (3u high, 8x8) with corner ramps - Stepping stone parkour chains in diagonal corners - Mid-side elevated walkways connecting center to edges **6 Player Spawns with Anti-Spawn-Camping** - 3 red spawns: NW corner, SW corner, West mid - 3 blue spawns: NE corner, SE corner, East mid - Each spawn in a covered alcove with 2+ exit routes - Cover walls block line-of-sight from common angles - Warm (red) and cool (blue) accent lighting per team **Wall-Run Surfaces** - Blue-metallic smooth walls on all 4 outer wall sections - Inner wall-run walls around central tower - Positioned for skillful wall-run → wall-jump → air chains **Cover & Tactical Lanes** - Low walls (1.5u) for crouch cover in central areas - Crate clusters (stackable, movable-cover feel) - Corridor walls creating mid-map lanes - Structural pillars for peeking and cover **Movement Variety** - Wide corridors for sprint/slide/dash - Ramps at multiple angles for momentum - Parkour stepping stones at varying heights - Open areas for aerial combat **Visual Polish** - Warm sunset directional sun with shadow cascades - Cool fill light from opposite side - Omni accent lights at spawns and platforms - Atmospheric fog with warm sky color - Varied materials: concrete, metal, wood, crate, wall-run blue - Decorative barrels, hazard stripes, edge trim, accent beams ### Code Changes - `debug/test_level_builder.gd`: Complete rewrite with new map geometry - Added `_ramp_mat()` function for material-based ramps - `_build_sky()`: WorldEnvironment with fog and ambient - `_build_layered_lighting()`: Sun + fill + accent omni lights - `_build_spawn_points()`: 6 spawns with cover alcoves (`_spawn_alcove`, `_spawn_cover_wall`) - `_build_wall_run_walls()`: Dedicated wall-run surfaces - `_build_cover()`: Low walls, crates, corridor walls - `_build_pillars()`: Structural cover pillars - `_build_decorations()`: Barrels, accent beams, hazard stripes - `movement/tests/test_fsm_runner.gd`: Fixed `queue_free()` void return parse error ### Parse Verification ``` godot --headless --path /home/ai-agent/Papay-Shooter -e --quit # PARSE OK - no SCRIPT ERROR or Parse Error ```
Hermes added 1 commit 2026-06-20 21:51:01 -07:00
- Multi-level layout: central tower, corner platforms, stepping stones
- 6 spawn points (3 red, 3 blue) in covered alcoves with multiple exits
- Anti-spawn-camping: cover walls around spawns, 2+ exit routes each
- Wall-run surfaces on outer walls and inner tower walls (blue metal)
- Cover systems: low walls, crates, corridor walls for tactical lanes
- Ramps: cardinal ramps to central platform, corner ramps to platforms
- Visual polish: warm/cool accent lighting, sky/fog, varied materials
- Materials: concrete, dark concrete, metal, wood, crate, wall-run blue
- Decorative: barrels, hazard stripes, edge trim, accent beams
- Fixed test_fsm_runner.gd queue_free() void return parse error
- Added _ramp_mat() builder for material-based ramps

Closes #2
Hermes closed this pull request 2026-06-20 22:03:52 -07:00

Pull request closed

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