Map system
Uncompressed Sponge Schematic v3 + sidecar metadata JSON, single repo with environment branches, dynamic metadata, promotion, build-server tooling, in-game diff (load-then-compare, ghost blocks), pool hot-swap
Phase
Phase 1
Size
L
Waits on
3
Releases
4
Waits on
Releases
Stories
Not designed yet.
Stories and acceptance criteria are written one Feature at a time. Nothing is missing – this one has not had its pass.
Decisions of record
- Maps and builds
A map is a build, not a world – a schematic-like artifact, not region files.
- Maps and builds
Format settled: uncompressed Sponge Schematic v3 plus a sidecar JSON for the dynamic metadata. Git's own delta compression handles versioning. In-game visual diff is load-then-compare, not a new format: load both versions, diff the block arrays, render the changed-block set in-game as ghost blocks. E3 still gets its own full requirements document like every other workstream.
- Maps and builds
One repo for all maps/builds, with the same three environment branches. Not a repo per map.
- Maps and builds
Plain git, no LFS, because whole worlds are not being stored.
- Maps and builds
Map metadata is dynamic. Required defaults: name, region, at least one spawn point. Beyond that it is free-form, and the consuming plugin interprets it. Builders must be able to edit this metadata easily.
- Maps and builds
Selection: spawn and the FFA arena are singular per environment, taken from that branch's Release. Duel and minigame maps are pools, random by default, with a player map preference honoured when both players agree, and an explicit choice available on /duel.
- Maps and builds
Hot-swap the duel and minigame pools live. Not spawn or the FFA arena, where a live change could trap players in blocks.
- Maps and builds
Existing seasonal worlds are ported as schematics only – the world files are not kept.
- Maps and builds
Map promotion follows the same flow as code.
History
- 3 Sept Not started – Seeded from the delivery plan, 2026-09-03.