Edit Target
60 FPS
Primary interaction budget for brush and terraform strokes.
Dev Journal Entry
February 25, 2026
Maps / Tooling
Map quality in RTS starts with macro terrain decisions. We built MapLab to make those decisions explicit, fast, and reproducible: player-count-aware map setup, strategic structure controls, and direct ownership over the produced heightmap.
The core principle is simple: author exactly the terrain intent you want, then play it immediately. No hidden terrain magic and no long bake pipeline in this phase.
The tool now supports a full strategic feature stack centered around signed SDF carving and additive shaping. Brushes, polygons, and splines all participate in the same height authoring model so there is one consistent way to edit terrain.
This includes both gameplay-relevant structure and artistic terrain expression, allowing creators to combine readability with map identity.
Edit Target
60 FPS
Primary interaction budget for brush and terraform strokes.
Patch Mode
Dirty Rect
Only changed regions are transferred from worker.
Main Thread
Blit + Input
Heavy generation work stays in worker path.
A major implementation focus was responsiveness. Heavy work was moved out of the main thread and the edit loop was converted to patch-oriented updates so drag editing can stay interactive.
The preview pipeline now emphasizes small data movement and reduced redundant work, targeting immediate visual feedback while preserving map fidelity when idle.
MapLab is no longer isolated from gameplay. An authored map can now be launched directly, allowing immediate tactical validation of terrain decisions in the runtime environment.
This closes the loop between design and playtesting: shape terrain, launch match, evaluate flow, then return to edit with minimal friction.
The next stage is production hardening: stronger authoring ergonomics, faster large-map interaction, and clearer strategic diagnostics for competitive balancing.
We are treating MapLab as long-term infrastructure, not a one-off utility. The goal is to make it robust enough for repeatable, team-scale map production.
Map creators now have a focused, high-speed environment for shaping competitive terrain from first sketch to playable scenario. The feature stack is already broad, and the immediate priority is polishing control quality and predictability.
As these improvements land, MapLab will continue to replace ad-hoc terrain setup with a reliable strategic authoring workflow that feeds directly into live game sessions.