NATURAL S&D GENERATOR

search-&-destroy tactics baked into region-generator terrain · lanes walled by mountain spines · corridors are passes · sealed rim · same {chunks,tags} export

Layout mode

Layout

Spawn rooms, in blocks. 0 = automatic (sized from the grid).

Flow & combat

Cross-links make loops & flanks (Rule 2). Every choke is guaranteed a flank or gets widened (Rule 3). Jitter offsets rooms so no lane is a dead-straight alley (Rule 5).

Terrain

Rooms become flat clearings; corridors ramp between them so every join stays walkable. Relief rolls the clearings up and down; the ridges between lanes do the sealing.

Block textures

Swap any block the theme uses — click a swatch to pick from the atlas, × to go back to the theme's own block. Picks stay on when you change theme.

The kirka atlas is built in. Load another texture.png to preview with it.

Border barrier

The rim seals the footprint so the open map can't be walked off. Risers are quantised to the rim step, never below 3 — unclimbable.

▲ attacker ● defender ◈ bomb site ● flanked choke ● unflanked ▮ playable edge ┈ lane-separator spine brighter = clearing · darker = cliff face · dashed hatch = stranded

3D preview

Focus: click or drag on the 2D map · drag the 3D view to walk across the map · double-click a block to centre on it · arrows/WASD move (shift = faster), Q/E rotate · scroll zooms · shift-drag slides the picture

Stats

Export

The 60-second map check

Anchors

kirka JSON preview (first 2 KB)