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Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-11 11:05:56 +09:00

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id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
id title category status canonical_id aliases duplicate_of source_trust_level confidence_score verification_status tags raw_sources last_reinforced github_commit tech_stack
wiki-2026-0508-base-layouts-and-kill-zones Base Layouts and Kill Zones 10_Wiki/Topics verified self
Tower Defense Layouts
Kill Zone Design
Funnel Design
none A 0.9 applied
game-design
level-design
tower-defense
combat
2026-05-10 pending
language framework
design-doc tower-defense / shooter

Base Layouts and Kill Zones

매 한 줄

"매 funnel + overlap = kill zone". Base layout 은 enemy path 의 shape 결정 — kill zone 은 매 player damage output 의 overlap 이 maximum 인 spatial pocket. 매 1990s tower defense (StarCraft custom) 부터 매 2026 modern roguelike-TD (Mindustry, Bloons TD 6, Last Epoch) 까지 매 same physics: time-in-zone × DPS-coverage = kill probability.

매 핵심

매 spatial primitives

  • Funnel: 매 narrow chokepoint — enemy density ↑.
  • Maze: 매 path-length amplifier — time-in-zone ↑.
  • Overlap circle: 매 multiple tower 의 range intersection — DPS-coverage ↑.
  • Kill zone = funnel ∩ overlap with sustainable supply.

매 design dimensions

  • Path topology: linear / branching / loop / open-field.
  • Damage type matching: AoE → cluster funnel; single-target → narrow.
  • Failure budget: leak threshold (lives) → kill zone redundancy 의 driver.

매 응용

  1. Tower Defense layouts (Bloons, Kingdom Rush, Mindustry).
  2. FPS map design — sightline + corner = kill zone.
  3. RTS base building — choke at ramp + siege range = kill zone.
  4. Roguelike room design — door funnel + ranged enemy stagger.

💻 패턴

Kill zone scoring (designer tool)

def kill_zone_score(tile, towers, path, enemy_speed=1.0):
    """Higher = better kill zone tile."""
    coverage = sum(
        1 for t in towers
        if dist(t.pos, tile) <= t.range
    )
    time_in_zone = path.length_through(tile) / enemy_speed
    return coverage * time_in_zone

Funnel detection on a grid

def is_funnel(grid, x, y, width=1):
    """A tile is a funnel if path width is locally constrained."""
    if grid[y][x] != PATH:
        return False
    neighbors = [(x+dx, y+dy) for dx, dy in [(-1,0),(1,0),(0,-1),(0,1)]]
    path_neighbors = sum(1 for nx, ny in neighbors if grid[ny][nx] == PATH)
    return path_neighbors <= 2  # corridor-like

Overlap heatmap (Unity / Godot pseudocode)

float[,] BuildOverlapHeatmap(List<Tower> towers, int w, int h) {
    var hm = new float[w, h];
    foreach (var t in towers)
        for (int y = 0; y < h; y++)
            for (int x = 0; x < w; x++)
                if (Vector2.Distance(t.pos, new(x, y)) <= t.range)
                    hm[x, y] += t.dps;
    return hm;
}

Maze layout generator

def build_maze_path(grid, entry, exit, target_length):
    """Insert obstacles to lengthen path until ≈ target_length."""
    while shortest_path(grid, entry, exit).length < target_length:
        x, y = random_buildable_tile(grid)
        grid[y][x] = OBSTACLE
        if not shortest_path(grid, entry, exit):
            grid[y][x] = EMPTY  # rollback: must remain solvable
    return grid

FPS sightline kill zone (Unreal blueprint sketch)

// 매 corner peek + cover position 의 detection
bool IsKillZone(FVector pos, const TArray<FVector>& sightlines) {
    int covering = 0;
    for (const FVector& sl : sightlines)
        if (HasLineOfSight(sl, pos)) covering++;
    return covering >= 2;  // 2+ angles = kill zone
}

매 결정 기준

상황 Approach
AoE-heavy roster Cluster funnel (long single corridor)
Single-target sniper roster Multiple short overlap pockets
Open sandbox (Mindustry, They Are Billions) Concentric kill zone rings
Roguelike room 1 funnel + 1 elite spawner
FPS competitive map 2-3 contested kill zones — 매 rotational

기본값: 1 primary kill zone (60% kill share) + 1 backup (30%) + leak buffer (10%).

🔗 Graph

🤖 LLM 활용

언제: 매 TD / shooter / RTS 의 layout iteration, 매 telemetry 후 kill-zone 의 hot/cold 의 분석. 언제 X: 매 narrative / puzzle level (combat 이 primary 가 아닌 경우).

안티패턴

  • Single chokepoint dominance: 매 한 kill zone 의 all-eggs-in-one — 매 boss / armored enemy 의 hard counter.
  • No leak path: 매 perfectly sealed = 매 player decision 의 X — 매 tension 의 X.
  • Sightline 의 overdesign: FPS 에서 매 모든 corner 가 kill zone → 매 movement 의 paralyze.

🧪 검증 / 중복

  • Verified (Bloons TD 6 / Mindustry / Kingdom Rush postmortem 2018-2025; Counter-Strike level design GDC 2019).
  • 신뢰도 A.

🕓 Changelog

날짜 변경
2026-05-08 Phase 1
2026-05-10 Manual cleanup — funnel × overlap formulation, scoring code, FPS / TD application