# Multiplayer — Maps & Game Modes ## Maps - **10 maps total** at launch - Design philosophy: **CSGO-tight** — intentional lanes, clear sightlines, no wasted space - Subspace Continuum's Trench Wars maps were too large and too open — avoid this - All maps are 2D top-down space environments (asteroid fields, space stations, nebulae, etc.) | Map Size | Used For | |----------|----------| | Small | Ranked 5v5 | | Medium | Ranked 5v5 / Casual 25v25 | | Large | Casual 25v25 only | --- ## Ranked Mode — 5v5 > **Status:** design ideas only — not implemented. The matchmaking API's ranked > queue path was built and then deleted (`CLAUDE.md` item 15) once it became > clear no client would hit it before casual was solid; it's absent from the > main menu entirely (not just disabled) until it's built for real. Competitive, skill-based, MMR/ELO ladder. Penalty for leaving mid-match. Small–medium maps only. ### Ranked Mode Ideas | Mode | Description | |------|-------------| | **Flagship Assault** | Each team has a Flagship (large ship). Destroy the enemy Flagship while defending yours. *(Recommended starting mode)* | | **Control Point** | One central point on the map. Hold it longer than the enemy to win. First to X seconds wins. | | **Deathmatch** | First team to X kills wins. Clean, simple, easy to understand. | | **Relay Capture** | A neutral carrier drifts across the map. Escort it to the enemy base to score. | > **Suggestion:** Start with **Flagship Assault** only. It's unique, has natural tension (offense and defense), and maps can be designed around it. Add modes later as seasons. --- ## Casual Mode — 25v25 No penalty for leaving. Larger maps. Chaotic and fun — you can drop in mid-match. > **Status:** **Team Deathmatch** (the first row below) is implemented — a > 7-minute timed version of Annihilation's "pure kills" idea (most kills when > the clock runs out wins, not last-team-standing), plus a 30s pre-match > countdown, live kill/death tracking, a Tab scoreboard, and a winner banner > (see `overview/map1.md`, `CLAUDE.md` item 26). It's built through a > `GameMode` abstraction (`spacewar/world/game_modes/`) specifically so the > other rows here — Sector Control, King of the Hill, Base Assault, Convoy > Escort — can each become a new `GameMode` subclass later without changing > the match-phase/timer/scoreboard/banner machinery around them. ### Casual Mode Ideas | Mode | Description | |------|-------------| | **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. Timed variant of the Annihilation idea below. | | **Sector Control** | Map divided into sectors. Hold more sectors at time limit. Ties to galactic war meta. | | **King of the Hill** | One contested zone in the center. Hold it to rack up points. | | **Annihilation** | Pure kills. Last team standing or first to X kills. Chaos mode. | | **Base Assault** | One team attacks a fortified base, one defends. Roles swap each round. | | **Convoy Escort** | One team escorts a slow-moving freighter across the map, other team destroys it. | > **Suggestion:** Start with **Sector Control** for casual. It ties into the galaxy meta (Helldivers-style), encourages teamwork without hard requirements, and naturally scales to 25v25. --- ## Galaxy Meta (Helldivers-Style) - The galaxy is divided into **sectors** - Casual 25v25 matches determine which race controls which sector - Ranked 5v5 results also contribute to sector control - A live galaxy map on the main screen shows the current war state - This gives low-stakes players (casual) real impact on the ongoing war