Astra Dweep
Sacred island, ~1 km². TEN MAJOR POIs (not ten equal zones) connected by traversal terrain. 24 players, ~10 minute matches.
Design sheet
Required fields for a map. Empty means undecided, not zero.
| Size Km | ~1 km² target (±15% after Greybox Validation) |
| Player Count | 24 (Solo: 24 individuals · Duo: 12 teams) |
| Drop Model | Randomized aircraft path each match |
| Traversal | ~60% of map. Roads, rivers, forest, hills, open fields, caves, bridges connecting POIs. |
| Minor P O Is | 20–30 unnamed landmarks (shrines, ruins, camps, caves, bridges) |
Contents
10 direct children · 10 leaf items below this node
Visual references
Concept art, mood boards, generated images and map sketches attached to this item.
Assets required
Every asset here exists exactly once in the registry. Linking is reuse, not duplication.
| Asset | Category | Usage | Status | Polys |
|---|---|---|---|---|
| No assets linked yet. | ||||
Tasks
Design notes
AR-021 AMENDS AR-006. Map is no longer locked at exactly 1 km x 1 km — it is a target of ~1 km² that may vary ±15% after Greybox Validation. Gameplay decides the final number, not the document.
Structure: 10 Major POIs (named landmarks that shape combat identity) + 20–30 Minor POIs (unnamed shrines, ruins, camps, caves, bridges) + connective traversal terrain.
Area split — Major POIs 38% · Forest 15% · Hills 12% · Rivers 10% · Open fields 10% · Roads 8% · Shrines and minor ruins 7%. Roughly 60% of the map is traversal.
GREYBOX VALIDATION IS MANDATORY BEFORE ANY ART PRODUCTION. Build the map in cubes and test landing, rotations, sniper sightlines, cover density, circle timing, traversal and match duration. Art starts only after it feels fun.
Scoping down the POIs cuts the estimate from ~4,000 props to 600–900 modular props.