Bundles several sessions' worth of previously uncommitted work: map categories with Domination/Conquest/King of the Hill mode stubs and a server-list mode filter; a procedurally-drawn character-creation screen replacing the old callsign-only PROFILE overlay; the on-foot groundwork (walkable station hub, ship interior, character controller) plus the RAM currency backend; and today's addition, an in-ship Helldivers-2-style navigation table that QUICK PLAY's queue/connect flow and the Belters/ Military hub travel now live behind, with hub-and-ship return paths and a context-aware pause menu usable both in-match and inside the ship. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
3.7 KiB
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.mditem 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.mditem 26). It's built through aGameModeabstraction (spacewar/world/game_modes/) specifically so the other 3 rows below — Domination, Conquest, King of the Hill — can each become a fully-realizedGameModesubclass later without changing the match-phase/timer/scoreboard/banner machinery around them. As ofCLAUDE.mditem 27, all 4 modes below exist as realGameModesubclasses and are wired up end-to-end via a "category" tag on each map (world.gd'sMAPS,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