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.
| Map | Layout | Used by |
|---|---|---|
| one_lane_map | Single linear lane for unit progression | Quick Start, New Game |
| three_lane_map | Classic MOBA three-lane with center jungle | MOBA 1v1 / 5v5 |
| rect_test_map | Rectangular test arena | Campaign |
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_sizeis 8px. Using aregion_sizelarger 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.