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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 |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- Tower Defense layouts (Bloons, Kingdom Rush, Mindustry).
- FPS map design — sightline + corner = kill zone.
- RTS base building — choke at ramp + siege range = kill zone.
- 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
- 부모: Level_Design
- 응용: Procedural-Level-Geometry
- Adjacent: Combat_Balance_Buff
🤖 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 |