# 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** is implemented for real — a 7-minute timed > "most kills when the clock runs out wins" mode, 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 3 rows below — Domination, Conquest, King of the Hill — can each > become a fully-realized `GameMode` subclass later without changing the > match-phase/timer/scoreboard/banner machinery around them. As of > `CLAUDE.md` item 27, all 4 modes below exist as real `GameMode` subclasses > and are wired up end-to-end via a "category" tag on each map > (`world.gd`'s `MAPS`, `World._pick_map()`) — but Domination/Conquest/King > of the Hill are still scoring stubs (kills, same as Team Deathmatch) until > each grows its own zone/point/capture mechanic. ### Casual Mode Ideas | Mode | Description | |------|-------------| | **Team Deathmatch** *(implemented)* | Most kills when the match timer runs out wins. | | **Domination** *(category stub)* | Map divided into multiple capture points. Hold more of them than the enemy at the time limit. Ties to galactic war meta. | | **Conquest** *(category stub)* | Contested capture points bleed the losing team's respawn "tickets"; first team to zero tickets (or fewer tickets at the time limit) loses. | | **King of the Hill** *(category stub)* | One contested zone in the center. Hold it to rack up points. | > **Suggestion:** Build out **Domination** next — 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