We started defining maps as systems: lines, timings, angles, risk/reward zones. A successful map must be readable in 10 seconds… but masterable over hundreds of hours.
Level design is also planned for future cross-mode: certain locations must be able to evolve (states, damage, reconversions into explorable zones).
Internal rules:
- Each zone has a role (info, control, rotation, duel).
- "Gratuitously unfair" angles are forbidden.
- Rotations must be intentional (and punishable).