Maps

Maps define the battlefield layout. They're built from autotiled terrain sheets plus instanced buildings and props, and inherit shared logic from a base map script.

MapLayoutUsed by
one_lane_mapSingle linear lane for unit progressionQuick Start, New Game
three_lane_mapClassic MOBA three-lane with center jungleMOBA 1v1 / 5v5
rect_test_mapRectangular test arenaCampaign

Terrain & art direction

Terrain is built from autotile sheets with per-region variety — stone, lighter stone, dirt, grass, and river — derived from the original baked map's own colour and brightness zones. The HD ground texture is an angled, Mobile-Legends-style cobblestone tiled finely and silvered, CDN-hosted for the HD presentation mode.

Overdraw trap (perf): terrain tile_size is 8px. Using a region_size larger than the tile size multiplies overdraw by (region/tile)² — the cause of a notorious 3fps regression. Going HD requires baking rather than enlarging regions.

HD mode

Monsterion has an opt-in HD presentation mode (off by default) that layers a screen-grade shader and higher-fidelity assets over the same gameplay. The HD roadmap covers a realistic regenerated map, dark-castle towers, and per-hero attack VFX. HD is purely cosmetic — it never changes gameplay numbers.

Parallax 2.5D props

Static props (towers, trees, buildings) can be turned into 2.5D parallax sprites: a flat sprite that fluidly rotates through pre-rendered angles as you walk past, so a static object looks volumetrically 3D on the flat camera at near-zero runtime cost — a cheap alternative to live real-time 3D.

Map scene files are large and instance-heavy; exact lane widths and building placement are tuned in the Godot editor rather than declared in a config.