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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
140 lines
5.0 KiB
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140 lines
5.0 KiB
Markdown
---
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id: wiki-2026-0508-base-layouts-and-kill-zones
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title: Base Layouts and Kill Zones
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [Tower Defense Layouts, Kill Zone Design, Funnel Design]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, level-design, tower-defense, combat]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: design-doc
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framework: tower-defense / shooter
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---
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# Base Layouts and Kill Zones
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 spatial primitives
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- **Funnel**: 매 narrow chokepoint — enemy density ↑.
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- **Maze**: 매 path-length amplifier — time-in-zone ↑.
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- **Overlap circle**: 매 multiple tower 의 range intersection — DPS-coverage ↑.
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- **Kill zone** = funnel ∩ overlap with sustainable supply.
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### 매 design dimensions
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- **Path topology**: linear / branching / loop / open-field.
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- **Damage type matching**: AoE → cluster funnel; single-target → narrow.
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- **Failure budget**: leak threshold (lives) → kill zone redundancy 의 driver.
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### 매 응용
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1. Tower Defense layouts (Bloons, Kingdom Rush, Mindustry).
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2. FPS map design — sightline + corner = kill zone.
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3. RTS base building — choke at ramp + siege range = kill zone.
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4. Roguelike room design — door funnel + ranged enemy stagger.
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## 💻 패턴
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### Kill zone scoring (designer tool)
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```python
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def kill_zone_score(tile, towers, path, enemy_speed=1.0):
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"""Higher = better kill zone tile."""
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coverage = sum(
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1 for t in towers
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if dist(t.pos, tile) <= t.range
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)
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time_in_zone = path.length_through(tile) / enemy_speed
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return coverage * time_in_zone
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```
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### Funnel detection on a grid
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```python
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def is_funnel(grid, x, y, width=1):
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"""A tile is a funnel if path width is locally constrained."""
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if grid[y][x] != PATH:
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return False
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neighbors = [(x+dx, y+dy) for dx, dy in [(-1,0),(1,0),(0,-1),(0,1)]]
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path_neighbors = sum(1 for nx, ny in neighbors if grid[ny][nx] == PATH)
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return path_neighbors <= 2 # corridor-like
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```
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### Overlap heatmap (Unity / Godot pseudocode)
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```csharp
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float[,] BuildOverlapHeatmap(List<Tower> towers, int w, int h) {
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var hm = new float[w, h];
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foreach (var t in towers)
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for (int y = 0; y < h; y++)
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for (int x = 0; x < w; x++)
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if (Vector2.Distance(t.pos, new(x, y)) <= t.range)
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hm[x, y] += t.dps;
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return hm;
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}
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```
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### Maze layout generator
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```python
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def build_maze_path(grid, entry, exit, target_length):
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"""Insert obstacles to lengthen path until ≈ target_length."""
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while shortest_path(grid, entry, exit).length < target_length:
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x, y = random_buildable_tile(grid)
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grid[y][x] = OBSTACLE
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if not shortest_path(grid, entry, exit):
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grid[y][x] = EMPTY # rollback: must remain solvable
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return grid
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```
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### FPS sightline kill zone (Unreal blueprint sketch)
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```cpp
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// 매 corner peek + cover position 의 detection
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bool IsKillZone(FVector pos, const TArray<FVector>& sightlines) {
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int covering = 0;
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for (const FVector& sl : sightlines)
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if (HasLineOfSight(sl, pos)) covering++;
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return covering >= 2; // 2+ angles = kill zone
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| AoE-heavy roster | Cluster funnel (long single corridor) |
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| Single-target sniper roster | Multiple short overlap pockets |
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| Open sandbox (Mindustry, They Are Billions) | Concentric kill zone rings |
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| Roguelike room | 1 funnel + 1 elite spawner |
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| FPS competitive map | 2-3 contested kill zones — 매 rotational |
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**기본값**: 1 primary kill zone (60% kill share) + 1 backup (30%) + leak buffer (10%).
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## 🔗 Graph
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- 부모: [[Level_Design]]
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- 응용: [[Procedural-Level-Geometry]]
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- Adjacent: [[Combat_Balance_Buff]]
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## 🤖 LLM 활용
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**언제**: 매 TD / shooter / RTS 의 layout iteration, 매 telemetry 후 kill-zone 의 hot/cold 의 분석.
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**언제 X**: 매 narrative / puzzle level (combat 이 primary 가 아닌 경우).
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## ❌ 안티패턴
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- **Single chokepoint dominance**: 매 한 kill zone 의 all-eggs-in-one — 매 boss / armored enemy 의 hard counter.
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- **No leak path**: 매 perfectly sealed = 매 player decision 의 X — 매 tension 의 X.
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- **Sightline 의 overdesign**: FPS 에서 매 모든 corner 가 kill zone → 매 movement 의 paralyze.
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## 🧪 검증 / 중복
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- Verified (Bloons TD 6 / Mindustry / Kingdom Rush postmortem 2018-2025; Counter-Strike level design GDC 2019).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — funnel × overlap formulation, scoring code, FPS / TD application |
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