AR-021 — Ten zones inside 1 km² (LOCKED)

LOCKEDv1 · 2026-08-01

AR-021 — Ten zones inside 1 km² (LOCKED)

Promoted from Action Required card AR-021. This is the decision of record.

This is an excellent catch, and I actually think Claude is right here. This is exactly why professional studios do greyboxing (blockout) before producing art. However, I wouldn't increase the map size. I think our original assumption is wrong: > We assumed every zone is equal in size. That's not how battle royale maps are built. Look at Free Fire Bermuda: * Peak ≠ half the map. * Clock Tower ≠ half the map. * Mill ≠ half the map. They are landmarks, not evenly divided territories. --- # My Recommendation Instead of: text 1km² ------------------- | Z1 | Z2 | Z3 | | Z4 | Z5 | Z6 | | Z7 | Z8 | Z9 | ------------------- We build: text Mahakaal Citadel ███ Forest █████████ Jungle Bazaar ███ ███ Canyon River █████ Temple Volcano ███ Sky Temple Notice: The zones overlap naturally. There aren't 10 equally sized squares. They're points of interest (POIs) connected by traversal terrain. --- # I would rename them Instead of > "10 Zones" I would call them ## 10 Major Points of Interest (POIs) That is how nearly every successful battle royale internally structures maps. Between POIs we have: * Hills * Forests * Rivers * Fields * Caves * Roads * Bridges * Shrines * Ruins * Small villages Those aren't separate named zones. They are connective gameplay spaces. --- # Example Layout Imagine the 1 km × 1 km island. Only around 35–40% is occupied by named POIs. The remaining 60–65% consists of traversal. Example: | Area | Percentage | | --------------------- | ---------: | | Major POIs | 38% | | Roads | 8% | | Rivers | 10% | | Forest | 15% | | Hills | 12% | | Open Fields | 10% | | Shrines & Minor Ruins | 7% | Now the map feels much larger. --- # The Citadel Claude imagined: > Massive fortress. I would shrink it. Instead of Entire fortress. Build One castle. One courtyard. Two towers. One gate. That's enough. Remember 24 players. Not 100. --- # Sky Temple Don't make floating islands. Make One mountain temple connected by broken rope bridges. Much cheaper. Much easier. Still memorable. --- # Volcano Not an entire volcano. One crater. One lava fissure. One ritual platform. Done. --- # Bazaar Think 8–12 buildings. Not an entire city. --- # Ashram Think One monastery. One meditation courtyard. One shrine. Not a whole village. --- # Naga Jungle Dense vegetation. One cave. One serpent statue. One waterfall. The jungle itself is the landmark. --- # This changes the asset count dramatically. Instead of needing 4,000 props. We'll probably need 600–900 modular props. That is realistic. --- # Greybox First (Claude is 100% correct) Before we model anything. We should create: ## Greybox Map V1 Just cubes. Nothing else. Test: * Landing * Rotations * Sniper sightlines * Cover density * Circle timing * Traversal * Match duration Only after it feels fun do we start producing art. --- # I would modify AR-006 Instead of locking text 1 km x 1 km I would lock: text Target Playable Area ≈ 1 km² Final dimensions may vary ±15% after Greybox Validation. Why? Because after 50 playtests we might discover 980 m is perfect. Or 1.1 km is perfect. We should let gameplay decide. --- # 🔒 Final Decision I would rewrite the architecture like this: * Playable Area: Target ~1 km² (validated during greybox). * Major POIs: 10 named locations. * Minor POIs: 20–30 unnamed landmarks (shrines, ruins, camps, caves, bridges). * Traversal Space: Approximately 60% of the map. * Environment Construction: Modular kits reused across multiple POIs. * Greybox Validation: Mandatory before any art production. --- ## One change I'd make to the documentation I would replace every occurrence of: > "10 Zones" with: > "10 Major POIs (Points of Interest)" Then define: * Major POIs: Named landmarks that shape combat identity. * Minor POIs: Smaller unnamed landmarks for loot, cover, and rotation. * Traversal Terrain: Forests, hills, rivers, roads, and open spaces connecting everything. That terminology matches how successful battle royale maps are actually designed and immediately resolves the apparent contradiction without forcing you to increase the map size or reduce the number of memorable locations.