The Block
developing current version v0.1
The rendered neighborhood battlefield: street, sidewalks, lawns, a worn hill, house edges, fences, and hose access.
Fixture manifest
Legend
The first battlefield is the whole argument in miniature: two lawns, one street, a hill everyone thinks they understand, and just enough water access to make every route contested.
Suburb
The pavement and lawns exist in the current client. Different movement rates, wet-pavement risk, elevation bonuses, and hose-bib control rules are design directions, not shipped findings.
Current draft
The Block is the existing street-and-lawns battlefield. Pavement, grass, the worn hill, fences, house edges, and hose access establish its readable neighborhood geometry. The environment is rendered now; most distinct terrain effects remain proposals.
Why this possibility exists
The Block gives the artbook a truthful map baseline. It lets future map ideas say what they change instead of comparing themselves to an undocumented default.
Still unresolved
- Whether grass or slopes alter movement in the first playable terrain pass.
- Which house edges and fences are tactical cover rather than visual framing.
- Whether the hill changes range, line of sight, downhill movement, or only silhouette.
Proven finding: A recognizable block already supports movement, line-of-sight, and readable neighborhood scale in the current 3D client.
Featured question
Which proposed surface differences make the block tactically richer without turning ordinary movement into terrain bookkeeping?
Evidence and source notes
- Stage 3 Sprint 0 report — deterministic neighborhood client repo-citation
- Charter v8 — neighborhood battlefield direction repo-citation