SUPCOM RTS

Dev Journal Entry

MapLab Strategic Height Authoring Launch: Real-Time SDF Terrain Workflow

Active Iteration

Maps / Tooling

Why MapLab exists

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.

  • MapLab now acts as the default strategic map authoring path.
  • The editor produces and previews its own heightmap directly.
  • Generation is deterministic and tied to explicit recipe data.

Current feature set

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.

  • Core features: ramps, basins, plateaus, chokepoints, valleys, ridges, lakes.
  • Editable area features: mountain polygons and forest polygons with direct canvas interaction.
  • Editable linear features: river and road splines with weighted SDF profiles.
  • Competitive symmetry support for multiplayer-safe layouts.
  • Live overlays for strategic readability and validation.

Performance architecture and real-time editing

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.

  • Generation and preview prep run in a Web Worker.
  • Dirty-rect patch transfers avoid full-frame buffer copies on every edit.
  • Worker-side heatmap raster output keeps main-thread work to simple blits.
  • Turbo edit behavior reduces expensive overlay work during active interaction.
  • Guardrails were added for resolution floors and storage quota pressure.

From editor to playable match

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.

  • New `START GAME` flow from MapLab into game runtime.
  • Generated sessions consume MapLab terrain data as active map input.
  • Runtime world metrics now align with generated map dimensions.
  • Fallback handling was improved for large payload persistence limits.

Roadmap: what we are improving next

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.

  • Improve direct manipulation UX for polygon and spline control points.
  • Expand SDF profile presets with better edge/falloff authoring controls.
  • Increase incremental update coverage to eliminate remaining full-rebuild cases.
  • Refine visual quality with higher-fidelity ramps, riverbanks, and transition shaping.
  • Strengthen validation metrics for spawn fairness, route diversity, and choke pressure.
  • Finalize export/import contracts for long-term map versioning and collaboration.

What this means for map creators

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.

Next Steps