PRE-ALPHA MVP demo live · World simulation in build · Public playtest TBA
EtherFantasyClash Front · Ether Fantasy
Maps & designer

The land is designed once, permanent forever

Every parcel is a real place on the shared world map. Its shape is fixed. Its battlefield is a designed, deterministic map — either AI-auto-generated or hand-shaped by the landowner.

Two coordinate systems, no confusion

  • The overworld — the hexagon-city map. Real acres, permanent geometry. Never regenerated.
  • The battlefield — a per-parcel arena you fight IN. Fixed frame: ±161 world-units per side (~14 acres, ~0.74 m/unit). Same size on every battle. Estate boards fight as a series of these.

Estate size scales the count of soldiers, structures, and components — not the arena. The MOBA engine is always fighting on one ±161 frame.

Battlefield JSON — the contract

One object, three consumers: the map generator emits it, the MOBA match-server plays on it, CF's command view renders it as the minimap. Everyone reads the same source.

FieldWhat it is
boundsthe parcel's polygon, centered, in world-units
meta.modes[]which battle modes this geometry supports (DUEL/SIEGE/GUARD always; CLASH/DOMINION when fair edges exist)
meta.continentIdwhich of the 12 continents — drives weather lookup
obstacles[]trees, rocks, water, cliffs — pathing blockers
buildSpots[]designated positions where defenders place their walls, towers, gates (pre-battle, from the CF main-map defense screen — no mid-battle building)
spawnZones[]edge entries — armies enter here, matched to the direction they marched in from
lanes[]corridor waypoints spawn → enemy base
structures[]baked fortification (walls/gates/towers pre-placed on LARGE+ estates)

Coordinates use {x, z} (y = height, never used for position). Blue/ATTACKER = SW, red/DEFENDER = NE. Cores at ±114.8, spawns at ±131.6 — the frame is fixed forever.

Map designer — three modes

  1. AI auto-design (default) — the generator ships every parcel with a designed map. AI iterates over time (design version bumps). No player action needed. Server-side saved.
  2. Landowner freeze + edit — the owner freezes the AI and hand-designs the parcel (WC2-editor style). Terrain, resource placement, obstacles.
  3. Occupier structures (destructible) — occupiers can only ADD structures on the seeded buildSpots. Attackers who break them pillage salvage materials.

Thumbnails — each designed parcel's top-down PNG textures the overworld map. What you see on the world view IS the actual battlefield.

Mode capability flags

Not every parcel supports every mode. A sliver-shaped parcel physically can't produce two mutually-fair edge starts — CLASH would be geometrically unfair. Rather than reject those parcels, the generator marks them with a meta.modes[] capability list:

  • DUEL / SIEGE / GUARD — universal. Every parcel supports them.
  • CLASH — supported iff ≥ 2 fair edge starts exist.
  • DOMINION — supported iff a viable center objective slot exists on walkable ground.

When a battle situation would ideally be CLASH but the parcel doesn't support it, CF's sim falls back to DUEL and routes extra armies via the reinforcement queue. Nothing breaks; the arriving armies wait their turn.

Why: at 292,766 parcels, about 2.5% have geometry that can't fake fair edges. Rejecting them = losing ~7,000 parcels forever. Capability flags let every parcel ship + play.

Playability gate — what a generated map MUST have

  1. Every spawn edge has a corridor reaching the base area
  2. Every lane is pathable end-to-end
  3. All buildSpots / resources / structures / mobs sit on walkable ground
  4. Base area clear radius around each CORE
  5. Deterministic — same seed + params = byte-identical map
  6. DUEL / SIEGE / GUARD supported (universal)
  7. buildSpots populated per size class (never empty on production maps)

The Land Maps studio — see it, design it

All of the above is live and browsable at map.etherfantasy.com — every designed battlefield viewable in 2D command view and 3D game render, with reference maps for each biome. Landowners can sign in and redesign the parcels they own; everyone else can explore the gallery.

Open the Land Maps studio →