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	<updated>2026-04-27T19:29:07Z</updated>
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	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Map_Design&amp;diff=231</id>
		<title>Guide:Map Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Map_Design&amp;diff=231"/>
		<updated>2026-03-30T00:01:49Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Technical map design */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map design or &#039;&#039;mapping&#039;&#039;, is the process of creating a [[Map]] for Weissblatt. There are many things to consider when creating a Weissblatt map, so each section of this article will try to provide an overview of what&#039;s what and encourage further reading elsewhere - mapping is a broad topic.&lt;br /&gt;
&lt;br /&gt;
== Creative map design ==&lt;br /&gt;
&#039;&#039;Creative map design&#039;&#039; describes building a map in the creative abstract. This can mean either in terms of visuals as well as game design, but a lot of the skills required for this can be applied outside of Weissblatt.&lt;br /&gt;
&lt;br /&gt;
=== Architecture and Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gameplay and Difficulty ===&lt;br /&gt;
&lt;br /&gt;
== Technical map design ==&lt;br /&gt;
&#039;&#039;Technical map design&#039;&#039; describes the process of realizing your ideas as a playable map. The tool to do so is [[BlattPlanner]] - Weissblatt&#039;s map editor (based on [https://ultimatedoombuilder.github.io/ Ultimate Doom Builder]).&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve already started mapping and just need a quick reference for how things fit together, the following pages will have you covered:&lt;br /&gt;
&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[:Category:MOBJ]]&lt;br /&gt;
* [[:Category:Linedef type]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;br /&gt;
[[Category:TODO]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Map_Design&amp;diff=230</id>
		<title>Guide:Map Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Map_Design&amp;diff=230"/>
		<updated>2026-03-29T23:56:48Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Created page with &amp;quot;Map design or &amp;#039;&amp;#039;mapping&amp;#039;&amp;#039;, is the process of creating a Map for Weissblatt. There are many things to consider when creating a Weissblatt map, so each section of this article will try to provide an overview of what&amp;#039;s what and encourage further reading elsewhere - mapping is a broad topic.  == Creative map design == &amp;#039;&amp;#039;Creative map design&amp;#039;&amp;#039; describes building a map in the creative abstract. This can mean either in terms of visuals as well as game design, but a lot of th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map design or &#039;&#039;mapping&#039;&#039;, is the process of creating a [[Map]] for Weissblatt. There are many things to consider when creating a Weissblatt map, so each section of this article will try to provide an overview of what&#039;s what and encourage further reading elsewhere - mapping is a broad topic.&lt;br /&gt;
&lt;br /&gt;
== Creative map design ==&lt;br /&gt;
&#039;&#039;Creative map design&#039;&#039; describes building a map in the creative abstract. This can mean either in terms of visuals as well as game design, but a lot of the skills required for this can be applied outside of Weissblatt.&lt;br /&gt;
&lt;br /&gt;
=== Architecture and Aesthetics ===&lt;br /&gt;
&lt;br /&gt;
=== Gameplay and Difficulty ===&lt;br /&gt;
&lt;br /&gt;
== Technical map design ==&lt;br /&gt;
&#039;&#039;Technical map design&#039;&#039; describes the process of realizing your ideas as a playable map. The tool to do so is [[BlattPlanner]] - Weissblatt&#039;s map editor (based on [https://ultimatedoombuilder.github.io/ Ultimate Doom Builder]).&lt;br /&gt;
&lt;br /&gt;
If you&#039;ve already started mapping and just need a quick reference for how things fit together, the following pages will have you covered:&lt;br /&gt;
&lt;br /&gt;
* [[Map]]&lt;br /&gt;
* [[:Category:MOBJ]]&lt;br /&gt;
* [[:Category:Linedef]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;br /&gt;
[[Category:TODO]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=229</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=229"/>
		<updated>2026-03-29T23:42:46Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game levels in Weissblatt are commonly called &#039;&#039;&#039;Maps&#039;&#039;&#039; while the act of creating a map is called &#039;&#039;&#039;Mapping&#039;&#039;&#039;. Like with many multiplayer PC games, this terminology is inherited from [[wikipedia:Doom_(1993_video_game)|Doom]].&lt;br /&gt;
&lt;br /&gt;
This article describes the technical aspect of Weissblatt&#039;s map format. If you&#039;re looking to get started building maps, visit [[Guide:Map Design]].&lt;br /&gt;
&lt;br /&gt;
== Map format Basics ==&lt;br /&gt;
Weissblatt supports two different map formats:&lt;br /&gt;
# &#039;&#039;Legacy maps&#039;&#039; (sometimes called &#039;&#039;binary maps&#039;&#039;) - This format is inherited from Sonic Robo Blast 2 and is generally advised against when mapping. Weissblatt will no longer develop it an thus a lot of features will be unavailable when using it.&lt;br /&gt;
# &#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF] maps&#039;&#039;, upon which Weissblatt is built. UDMF stands for &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;D&#039;&#039;&#039;oom &#039;&#039;&#039;M&#039;&#039;&#039;ap &#039;&#039;&#039;F&#039;&#039;&#039;ormat - a text-based map description format developed by the Doom source port community.&lt;br /&gt;
To fully understand Weissblatt&#039;s map formats, you should understand the concepts of how (modern) Doom engines construct their maps in the abstract:&lt;br /&gt;
&lt;br /&gt;
=== Sectors, Walls and Linedefs ===&lt;br /&gt;
In short, Doom maps are essentially two-dimensional top-down vertex structures with added properties for height and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Walls&#039;&#039; are lines between two or more vertices on a map. Each wall can either be solid with a single texture assigned to it or it can be a two-sided &#039;&#039;Linedef&#039;&#039; seperating two sectors. Depending on the two sectors&#039; floor and ceiling heights, each Linedef may be assigned a top, middle or bottom texture per-side. Linedefs can also be equipped a &#039;&#039;Type&#039;&#039; which can trigger various effects at runtime. &lt;br /&gt;
&lt;br /&gt;
Walls can also have multiple &#039;&#039;flags&#039;&#039;, which can have effects on movement and rendering such as &amp;lt;code&amp;gt;Peg Midtexture&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Impassable&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sectors&#039;&#039; are polygons made up of multiple walls through which the player can move. Sectors can be assigned &lt;br /&gt;
&lt;br /&gt;
* Top and Bottom [[Flat]] [ceiling/floor texture]&lt;br /&gt;
* Floor and ceiling height&lt;br /&gt;
* Light level&lt;br /&gt;
* Colored lighting (depending on the map format)&lt;br /&gt;
* A numeric &#039;&#039;Tag&#039;&#039; (multiple for UDMF maps)&lt;br /&gt;
* Various unique effects, such as damage upon touch&lt;br /&gt;
&lt;br /&gt;
==== Tagging ====&lt;br /&gt;
&#039;&#039;Further Reading: [[:Category:Linedef Type]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Walls, sectors, and Things within a map can be &#039;&#039;tagged&#039;&#039; using an integer number. Depending on the sector effect and Linedef type, Sectors and Linedefs with matching tags may trigger one another, given trigger-dependent conditions, such as one or all players entering a sector or (not) having collected all [[Chakra Shards]] when doing so. Matching tags can also be used for triggers relating to Things.&lt;br /&gt;
&lt;br /&gt;
==== Binary Space partitioning ====&lt;br /&gt;
Simply put, Doom maps are heavily preprocessed using a so-called &#039;&#039;node builder&#039;&#039; before being included in the game. A modern node builder with UDMF support is [https://doomwiki.org/wiki/ZDBSP ZDBSP] from the ZDoom source port.&lt;br /&gt;
&lt;br /&gt;
Node builders implement an algorithm called &#039;&#039;Binary Space Partitioning&#039;&#039; or BSP. Through BSP, all map sectors are subdivided into convex shapes and assembled into a binary tree. The game engine can then per-frame traverse the leaves of any given branch of that tree to determine all potentially visible walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;more TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor-over-Floor (FOF) ====&lt;br /&gt;
&#039;&#039;Floor-over-Floor sectors&#039;&#039; or FOFs are an extension upon the original Doom format which allows for multi-floor sectors like hovering bridges. To achieve this, a separate &#039;&#039;control sector&#039;&#039; is created outside of the play area to which other host sectors are tagged. Triggered through an [[FOF Linedef Type]], the engine then uniformly applies a subdivision in between the host sector&#039;s space based on the control sector&#039;s assigned textures and flats.&lt;br /&gt;
&lt;br /&gt;
==== Polyobjects ====&lt;br /&gt;
&#039;&#039;Polyobjects&#039;&#039; are an extension to use pieces of predefined map geometry as if they were map objects. This allows for many more gameplay mechanics such as spinning geometry, sideways crushers or swinging doors.&lt;br /&gt;
&lt;br /&gt;
=== Things and MOBJs ===&lt;br /&gt;
&#039;&#039;Further reading: [[:Category:Thing]] | [[:Category:MOBJ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Things&#039;&#039; are static spawners for game objects placed within sectors. Upon map load, things are initialized and spawn their respective MOBJs. Things can also be given &#039;&#039;parameters&#039;&#039; and &#039;&#039;flags&#039;&#039;, which may modify the Thing&#039;s behavior. Since Things are only initialized upon map load, this requires some gameplay design considerations when placing enemies such as [https://doomwiki.org/wiki/Monster_closet monster closets].&lt;br /&gt;
&lt;br /&gt;
MOBJs are only spawned at runtime and represent game objects, such as enemies, gems or decorative sprites. MOBJs contain their own Object flags, which are distinct from Thing flags.&lt;br /&gt;
&lt;br /&gt;
=== Fracunits ===&lt;br /&gt;
&#039;&#039;A fracunit&#039;&#039; is the smallest possible distance in a map. At default scale it corresponds to one texel [pixel on a texture]. In general, Weissblatt assumes a scale of 64 Fracunits per one meter.  &lt;br /&gt;
&lt;br /&gt;
== UDMF Mapping ==&lt;br /&gt;
&#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF]&#039;&#039; stands for &#039;&#039;Universal Doom Map Format&#039;&#039;. It is a textual map format developed for near-infinite extensibility within modern Doom engine source ports. It is not backwards compatible to older formats.&lt;br /&gt;
&lt;br /&gt;
A UDMF map consists of the following lumps within a WAD or [[PK3]], :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MAPxx&amp;lt;/code&amp;gt; - A simple marker lump denoting the map number. Required.&lt;br /&gt;
* &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; contains information on the map geometry (vertices, linedefs, sectors), SIDEDEFs and Things. Despite UDMF being a text format, it is not intended to be read or edited manually. Instead it should be parsed by dedicated programs such as Ultimate Zone Builder, SLADE or Weissblatt&#039;s game engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;ZNODES&amp;lt;/code&amp;gt; - BSP information generated by  [https://doomwiki.org/wiki/ZDBSP ZDBSP] (as it&#039;s the only node builder with UDMF support). If missing, many Doom engines expect it to be generated on-the-fly by a ZDBSP instance built into the engine.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ENDMAP&amp;lt;/code&amp;gt; - a simple marker lump. Required&lt;br /&gt;
&lt;br /&gt;
=== TEXTMAP specification ===&lt;br /&gt;
Weissblatt supports UDMF &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt;s of namespace &amp;lt;code&amp;gt;weissblatt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;srb2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Legacy Mapping ==&lt;br /&gt;
The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt&#039;s UDMF implementation.&lt;br /&gt;
&lt;br /&gt;
Like traditional Doom maps, legacy maps are a &#039;&#039;binary map format&#039;&#039;, meaning all data is encoded directly into byte structures. This brings some limitations:&lt;br /&gt;
&lt;br /&gt;
# Each Sector/Linedef/Thing can only be assigned one tag&lt;br /&gt;
# Texture/Flat/Thing scaling is not supported&lt;br /&gt;
# Flat alignment/rotation is not supported&lt;br /&gt;
# Only 65536 tags are allowed.&lt;br /&gt;
# The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited.&lt;br /&gt;
# &amp;lt;TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binary maps are made up of the following lumps:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;THINGS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;VERTEXES&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;LINEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SIDEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SECTORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reserved specialty tags ===&lt;br /&gt;
The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!SOC/Lua Constant&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|649&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_AXE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when&lt;br /&gt;
|-&lt;br /&gt;
|650&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_KOOPA&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; is defeated. Raises matching sectors&#039; ceiling to the highest adjacent ceiling&lt;br /&gt;
|-&lt;br /&gt;
|680&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE0&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Triggered when a boss is defeated.&lt;br /&gt;
|-&lt;br /&gt;
|681&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|682&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|4200&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKPLATFORM&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered after six hits to the alternate form of [[KOTU]].&lt;br /&gt;
|-&lt;br /&gt;
|32000&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_TURRET&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when a turret is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|65530 (-6)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKVILEATACK&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when [[KOTU]] starts casting magic.&lt;br /&gt;
|-&lt;br /&gt;
|65531 (-5)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSS4DROP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; drops &amp;lt;++&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|65532 (-4)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when any Boss is defeated&lt;br /&gt;
|-&lt;br /&gt;
|65533 (-3)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_ALLBOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when all Bosses are defeated&lt;br /&gt;
|-&lt;br /&gt;
|65534 (-2)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PINCHPHASE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when Bosses switch into their pinch phase&lt;br /&gt;
|-&lt;br /&gt;
|65535 (-1)&lt;br /&gt;
|&lt;br /&gt;
|Affect every sector in a map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PARAMWIDTH&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conversion to UDMF ===&lt;br /&gt;
Legacy maps can be converted to UDMF maps: Simply launch the game using &amp;lt;code&amp;gt;-textmap&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-warp &amp;lt;MAPNUM&amp;gt;&amp;lt;/code&amp;gt;. After you quit the game, the engine will save a UDMF conversion of your map to the file &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; into a proper UDMF map.&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Writing_Wiki_Pages&amp;diff=228</id>
		<title>Writing Wiki Pages</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Writing_Wiki_Pages&amp;diff=228"/>
		<updated>2026-03-29T23:29:19Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Weissblatt Wiki follows a holistic approach to documentation. By reading this wiki, the reader should be naturally guided to acquire a full understanding on how Weissblatt is put together, why it&#039;s done the way it is and how they can contribute.&lt;br /&gt;
&lt;br /&gt;
Thus the Weissblatt Wiki serves three purposes:&lt;br /&gt;
&lt;br /&gt;
# A living design document for Weissblatt.&lt;br /&gt;
# A teaching tool to onboard potential new contributors.&lt;br /&gt;
# Reference documentation for the existing aspects of Weissblatt.&lt;br /&gt;
&lt;br /&gt;
What the Weissblatt Wiki is &#039;&#039;&#039;NOT:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# A repository for game files or mods.&lt;br /&gt;
# A discussion forum. Although MediaWiki supports discussions, off-the-cuff discussions are more suited to chat applications.&lt;br /&gt;
&lt;br /&gt;
== Writing a page ==&lt;br /&gt;
&lt;br /&gt;
=== Semantics ===&lt;br /&gt;
&lt;br /&gt;
* Each section should have at least one paragraph. Don&#039;t just break off into pointless subsections.&lt;br /&gt;
* Run-on sentences are hard to read and hard to remember.&lt;br /&gt;
* Don&#039;t make lists with only one element.&lt;br /&gt;
* When your list element looks like a paragraph, split it up or don&#039;t put it in the list.&lt;br /&gt;
* Be strict about which words you use. Synonyms aren&#039;t fancy, they&#039;re confusing.&lt;br /&gt;
** When a term might be unfamiliar to a reader, &#039;&#039;emphasize&#039;&#039; it upon first use and define it early on in the page. &#039;&#039;&#039;Don&#039;t leave the reader guessing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Structure ===&lt;br /&gt;
Page titles should capitalize the first letter of each word. &amp;quot;Glue words&amp;quot; such as &#039;&#039;and&#039;&#039; or &#039;&#039;of&#039;&#039; may be lower case.&lt;br /&gt;
&lt;br /&gt;
Use redirections when dealing with aliases and pick the most general, neutral alias to write the actual content. For example, [[Dr. Roy Asura]] should redirect to [[Fishbart Toyfeller]].&lt;br /&gt;
&lt;br /&gt;
Approach subjects from a lore-oriented point of view. For example [[Orbital Crystal Zone]] should be a subsection of [[Delfid]].&lt;br /&gt;
&lt;br /&gt;
Each page should start with one to a couple introductory paragraphs, summarizing the topic.&lt;br /&gt;
&lt;br /&gt;
=== Content guidelines ===&lt;br /&gt;
Each page should have a distinct, focused topic and should contain (or reference) as much info as possible within that focus. Do &#039;&#039;&#039;not&#039;&#039;&#039; make users dart across hundreds of pages just to piece together an obscure piece of lore, for example.&lt;br /&gt;
&lt;br /&gt;
When mentioning a term a reader might not know about &#039;&#039;emphasize&#039;&#039; or link it upon first use in your page. For long pages, doing so upon first mention within the current section is fine too.&lt;br /&gt;
&lt;br /&gt;
Think of your page as a &#039;&#039;reference&#039;&#039;. Information should be easy to spot, easy to read and unambiguous.&lt;br /&gt;
&lt;br /&gt;
When writing a [[Writing Wiki Pages#Writing Guides|Guide]], help the reader get stuff done. Be &#039;&#039;simple&#039;&#039;, &#039;&#039;unambiguous&#039;&#039; and &#039;&#039;actionable&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
If you can, provide references and context. What was a character design inspired by? Don&#039;t leave these kinds of questions unanswered.&lt;br /&gt;
&lt;br /&gt;
When referencing information from other places (e.g. the [https://doomwiki.org/ Doom Wiki]), link your sources clearly to encourage further reading and provide only the information which are relevant to understanding Weissblatt.&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Kleene_Cognara&amp;diff=227</id>
		<title>Kleene Cognara</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Kleene_Cognara&amp;diff=227"/>
		<updated>2026-03-27T12:25:56Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|name=Kleene Cognara&lt;br /&gt;
|species=Beaver&lt;br /&gt;
|gender=Male&lt;br /&gt;
|affiliation=[[Volunteers]]&lt;br /&gt;
|color=Sangria&lt;br /&gt;
|birthdate=1972 WBC&lt;br /&gt;
|image=Kleene-Cognara.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleene Cognara&#039;&#039;&#039; is one of the main playable characters of [[The Asura Incident]]. He&#039;s an inventive, yet practically-oriented beaver engineer who can use his self-built jet-boosted clothing to fly for short periods of time.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Kleene is a red beaver with an interest in engineering and a mostly utilitarian mindset. He wears mostly functional clothing, including scrappy self-built machinery with which he can fly around for short periods of time.&lt;br /&gt;
&lt;br /&gt;
Although curious and open about experimenting with technology, he prefers to remain practical. He is easily annoyed by bad design and will quickly throw together scrappy prototypes to test out whatever ideas he can come up with as soon as possible. Occasionally he may ramble or scribble onto his PDA to create more ideas he can&#039;t build yet.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
From a young age Kleene was curious about mechanics and would frequently destroy or disassemble toys to figure out how they work. This fascination led him to pursue mechanical engineering, driven by a dream of one day understanding the unconventional mechanics behind toys built and designed by [[Patsy Toyfeller]]. His studies led him to befriend [[Babel Memto]].&lt;br /&gt;
&lt;br /&gt;
Sexually frustrated at the age of 16, Kleene built [[Elise Cantor]] during a night of black-out-drunk garage hacking. Ever since building Elise, Kleene claims to be unable to replicate her, since he cannot recall how he built her the first time. After Elise helped recover Kleene&#039;s mental state and developed her own autonomy, he let her go out of a growing sense of responsibility, although both still keep each other company.&lt;br /&gt;
&lt;br /&gt;
During the Asura Incident, as he was testing an ancient flight machine design on [[Stella Mountain]] alongside Elise and Babel as the three of them were struck down by [[Dr. Roy Asura|Dr. Asura]], whom had just escaped the destruction of [[Delfid]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Kleene refsheet.png|thumb|Model sheet for Kleene Cognara]]&lt;br /&gt;
[[File:Kleene Cognara with cube.png.png|thumb|Four-Panel concept comic showcasing Kleene&#039;s character]]&lt;br /&gt;
[[File:Elise and Kleene.png|thumb|Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Alongside [[Elise Cantor]] and [[Babel Memto]], Kleene was inspired by [[wikipedia:Muses|the three (original) muses from greek mythology]], with Kleene representing the scientific aspect.&lt;br /&gt;
&lt;br /&gt;
Kleene&#039;s first name is a reference to [[wikipedia:Stephen_Cole_Kleene|Stephen Cole Kleene]], an american mathematician known for inventing [[wikipedia:Regular_expression|regular expressions]].&lt;br /&gt;
&lt;br /&gt;
Kleene&#039;s character was mainly inspired by maker and hacker culture, in particular the [https://medium.com/@bre/the-cult-of-done-manifesto-724ca1c2ff13 Cult of Done manifesto]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Main_Page&amp;diff=226</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Main_Page&amp;diff=226"/>
		<updated>2026-03-19T20:20:49Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Weissblatt lettering (800px).png|alt=Weissblatt Logo|center]]&lt;br /&gt;
Welcome to the official Wiki for &#039;&#039;&#039;Weissblatt - The Asura Incident&#039;&#039;&#039;!&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
If you don&#039;t know where to start reading, check out the categories below:&lt;br /&gt;
&lt;br /&gt;
=== Game-related categories ===&lt;br /&gt;
* [[:Category:Character]] - Playable and Lore characters from Weissblatt&lt;br /&gt;
* [[:Category:Guide]] - Read these to get started developing Weissblatt (mods)&lt;br /&gt;
** [[:Category:Technology]] - References for Weissblatt&#039;s engine and other related projects&lt;br /&gt;
* [[:Category:Location]] - Locations on planet Weissblatt with an emphasis on lore. [[Map|Game maps]], are contained within each respective location&#039;s page.&lt;br /&gt;
* [[:Category:The Asura Incident]]&lt;br /&gt;
* [[:Category:Worldbuilding]] - Minor lore-related tidbits that don&#039;t fit anywhere else.&lt;br /&gt;
&lt;br /&gt;
=== Site-internal categories ===&lt;br /&gt;
&lt;br /&gt;
* [[:Category:Research and Development]] - Technical and/or creative knowledge gathered during development&lt;br /&gt;
* [[:Category:TODO]] - Stub pages&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Making_Music&amp;diff=225</id>
		<title>Making Music</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Making_Music&amp;diff=225"/>
		<updated>2026-03-19T20:17:49Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Nyamoru moved page Making Music to Guide: Making Music: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Guide: Making Music]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:_Making_Music&amp;diff=224</id>
		<title>Guide: Making Music</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:_Making_Music&amp;diff=224"/>
		<updated>2026-03-19T20:17:49Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Nyamoru moved page Making Music to Guide: Making Music: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
[[Category:TODO]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:_Making_Music&amp;diff=223</id>
		<title>Guide: Making Music</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:_Making_Music&amp;diff=223"/>
		<updated>2026-03-19T20:16:21Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Created page with &amp;quot;Category:Guide Category:TODO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guide]]&lt;br /&gt;
[[Category:TODO]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Fracunit&amp;diff=222</id>
		<title>Fracunit</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Fracunit&amp;diff=222"/>
		<updated>2026-03-19T20:02:15Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Redirected page to Map#Fracunits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Map#Fracunits]]&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=221</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=221"/>
		<updated>2026-03-19T20:00:03Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game levels in Weissblatt are commonly called &#039;&#039;&#039;Maps&#039;&#039;&#039; while the act of creating a map is called &#039;&#039;&#039;Mapping&#039;&#039;&#039;. Like with many multiplayer PC games, this terminology is inherited from [[wikipedia:Doom_(1993_video_game)|Doom]].&lt;br /&gt;
&lt;br /&gt;
Weissblatt supports two different map formats:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Legacy maps&#039;&#039; (sometimes called &#039;&#039;binary maps&#039;&#039;) - This format is inherited from Sonic Robo Blast 2 and is generally advised against when mapping.&lt;br /&gt;
# &#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF] maps&#039;&#039;, upon which Weissblatt is built. UDMF stands for &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;D&#039;&#039;&#039;oom &#039;&#039;&#039;M&#039;&#039;&#039;ap &#039;&#039;&#039;F&#039;&#039;&#039;ormat - a text-based map description format developed by the Doom source port community.&lt;br /&gt;
&lt;br /&gt;
== Map format Basics ==&lt;br /&gt;
To fully understand mapping, you should understand the concepts of how (modern) Doom engines construct their maps in the abstract:&lt;br /&gt;
&lt;br /&gt;
=== Sectors, Walls and Linedefs ===&lt;br /&gt;
In short, Doom maps are essentially two-dimensional top-down vertex structures with added properties for height and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Walls&#039;&#039; are lines between two or more vertices on a map. Each wall can either be solid with a single texture assigned to it or it can be a two-sided &#039;&#039;Linedef&#039;&#039; seperating two sectors. Depending on the two sectors&#039; floor and ceiling heights, each Linedef may be assigned a top, middle or bottom texture per-side. Linedefs can also be equipped a &#039;&#039;Type&#039;&#039; which can trigger various effects at runtime. &lt;br /&gt;
&lt;br /&gt;
Walls can also have multiple &#039;&#039;flags&#039;&#039;, which can have effects on movement and rendering such as &amp;lt;code&amp;gt;Peg Midtexture&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Impassable&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sectors&#039;&#039; are polygons made up of multiple walls through which the player can move. Sectors can be assigned &lt;br /&gt;
&lt;br /&gt;
* Top and Bottom [[Flat]] [ceiling/floor texture]&lt;br /&gt;
* Floor and ceiling height&lt;br /&gt;
* Light level&lt;br /&gt;
* Colored lighting (depending on the map format)&lt;br /&gt;
* A numeric &#039;&#039;Tag&#039;&#039; (multiple for UDMF maps)&lt;br /&gt;
* Various unique effects, such as damage upon touch&lt;br /&gt;
&lt;br /&gt;
==== Tagging ====&lt;br /&gt;
&#039;&#039;Further Reading: [[:Category:Linedef Type]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Walls, sectors, and Things within a map can be &#039;&#039;tagged&#039;&#039; using an integer number. Depending on the sector effect and Linedef type, Sectors and Linedefs with matching tags may trigger one another, given trigger-dependent conditions, such as one or all players entering a sector or (not) having collected all [[Chakra Shards]] when doing so. Matching tags can also be used for triggers relating to Things.&lt;br /&gt;
&lt;br /&gt;
==== Binary Space partitioning ====&lt;br /&gt;
Simply put, Doom maps are heavily preprocessed using a so-called &#039;&#039;node builder&#039;&#039; before being included in the game. A modern node builder with UDMF support is [https://doomwiki.org/wiki/ZDBSP ZDBSP] from the ZDoom source port.&lt;br /&gt;
&lt;br /&gt;
Node builders implement an algorithm called &#039;&#039;Binary Space Partitioning&#039;&#039; or BSP. Through BSP, all map sectors are subdivided into convex shapes and assembled into a binary tree. The game engine can then per-frame traverse the leaves of any given branch of that tree to determine all potentially visible walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;more TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor-over-Floor (FOF) ====&lt;br /&gt;
&#039;&#039;Floor-over-Floor sectors&#039;&#039; or FOFs are an extension upon the original Doom format which allows for multi-floor sectors like hovering bridges. To achieve this, a separate &#039;&#039;control sector&#039;&#039; is created outside of the play area to which other host sectors are tagged. Triggered through an [[FOF Linedef Type]], the engine then uniformly applies a subdivision in between the host sector&#039;s space based on the control sector&#039;s assigned textures and flats.&lt;br /&gt;
&lt;br /&gt;
==== Polyobjects ====&lt;br /&gt;
&#039;&#039;Polyobjects&#039;&#039; are an extension to use pieces of predefined map geometry as if they were map objects. This allows for many more gameplay mechanics such as spinning geometry, sideways crushers or swinging doors.&lt;br /&gt;
&lt;br /&gt;
=== Things and MOBJs ===&lt;br /&gt;
&#039;&#039;Further reading: [[:Category:Thing]] | [[:Category:MOBJ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Things&#039;&#039; are static spawners for game objects placed within sectors. Upon map load, things are initialized and spawn their respective MOBJs. Things can also be given &#039;&#039;parameters&#039;&#039; and &#039;&#039;flags&#039;&#039;, which may modify the Thing&#039;s behavior. Since Things are only initialized upon map load, this requires some gameplay design considerations when placing enemies such as [https://doomwiki.org/wiki/Monster_closet monster closets].&lt;br /&gt;
&lt;br /&gt;
MOBJs are only spawned at runtime and represent game objects, such as enemies, gems or decorative sprites. MOBJs contain their own Object flags, which are distinct from Thing flags.&lt;br /&gt;
&lt;br /&gt;
=== Fracunits ===&lt;br /&gt;
&#039;&#039;A fracunit&#039;&#039; is the smallest possible distance in a map. At default scale it corresponds to one texel [pixel on a texture]. In general, Weissblatt assumes a scale of 64 Fracunits per one meter.  &lt;br /&gt;
&lt;br /&gt;
== UDMF Mapping ==&lt;br /&gt;
&#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF]&#039;&#039; stands for &#039;&#039;Universal Doom Map Format&#039;&#039;. It is a textual map format developed for near-infinite extensibility within modern Doom engine source ports. It is not backwards compatible to older formats.&lt;br /&gt;
&lt;br /&gt;
A UDMF map consists of the following lumps within a WAD or [[PK3]], :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MAPxx&amp;lt;/code&amp;gt; - A simple marker lump denoting the map number. Required.&lt;br /&gt;
* &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; contains information on the map geometry (vertices, linedefs, sectors), SIDEDEFs and Things. Despite UDMF being a text format, it is not intended to be read or edited manually. Instead it should be parsed by dedicated programs such as Ultimate Zone Builder, SLADE or Weissblatt&#039;s game engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;ZNODES&amp;lt;/code&amp;gt; - BSP information generated by  [https://doomwiki.org/wiki/ZDBSP ZDBSP] (as it&#039;s the only node builder with UDMF support). If missing, many Doom engines expect it to be generated on-the-fly by a ZDBSP instance built into the engine.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ENDMAP&amp;lt;/code&amp;gt; - a simple marker lump. Required&lt;br /&gt;
&lt;br /&gt;
=== TEXTMAP specification ===&lt;br /&gt;
Weissblatt supports UDMF &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt;s of namespace &amp;lt;code&amp;gt;weissblatt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;srb2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Legacy Mapping ==&lt;br /&gt;
The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt&#039;s UDMF implementation.&lt;br /&gt;
&lt;br /&gt;
Like traditional Doom maps, legacy maps are a &#039;&#039;binary map format&#039;&#039;, meaning all data is encoded directly into byte structures. This brings some limitations:&lt;br /&gt;
&lt;br /&gt;
# Each Sector/Linedef/Thing can only be assigned one tag&lt;br /&gt;
# Texture/Flat/Thing scaling is not supported&lt;br /&gt;
# Flat alignment/rotation is not supported&lt;br /&gt;
# Only 65536 tags are allowed.&lt;br /&gt;
# The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited.&lt;br /&gt;
# &amp;lt;TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binary maps are made up of the following lumps:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;THINGS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;VERTEXES&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;LINEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SIDEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SECTORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reserved specialty tags ===&lt;br /&gt;
The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!SOC/Lua Constant&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|649&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_AXE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when&lt;br /&gt;
|-&lt;br /&gt;
|650&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_KOOPA&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; is defeated. Raises matching sectors&#039; ceiling to the highest adjacent ceiling&lt;br /&gt;
|-&lt;br /&gt;
|680&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE0&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Triggered when a boss is defeated.&lt;br /&gt;
|-&lt;br /&gt;
|681&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|682&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|4200&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKPLATFORM&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered after six hits to the alternate form of [[KOTU]].&lt;br /&gt;
|-&lt;br /&gt;
|32000&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_TURRET&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when a turret is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|65530 (-6)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKVILEATACK&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when [[KOTU]] starts casting magic.&lt;br /&gt;
|-&lt;br /&gt;
|65531 (-5)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSS4DROP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; drops &amp;lt;++&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|65532 (-4)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when any Boss is defeated&lt;br /&gt;
|-&lt;br /&gt;
|65533 (-3)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_ALLBOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when all Bosses are defeated&lt;br /&gt;
|-&lt;br /&gt;
|65534 (-2)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PINCHPHASE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when Bosses switch into their pinch phase&lt;br /&gt;
|-&lt;br /&gt;
|65535 (-1)&lt;br /&gt;
|&lt;br /&gt;
|Affect every sector in a map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PARAMWIDTH&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conversion to UDMF ===&lt;br /&gt;
Legacy maps can be converted to UDMF maps: Simply launch the game using &amp;lt;code&amp;gt;-textmap&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-warp &amp;lt;MAPNUM&amp;gt;&amp;lt;/code&amp;gt;. After you quit the game, the engine will save a UDMF conversion of your map to the file &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; into a proper UDMF map.&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=PK3&amp;diff=220</id>
		<title>PK3</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=PK3&amp;diff=220"/>
		<updated>2026-03-19T19:46:31Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;PK3&#039;&#039; is an archive format first used in [[wikipedia:Quake_III_Arena|Quake III Arena]] and later adopted by many Doom source ports[https://doomwiki.org/wiki/PK3]. For Weissblatt, it poses a more modern, more flexible alternative to [https://doomwiki.org/wiki/WAD WAD].&lt;br /&gt;
&lt;br /&gt;
== Building PK3s ==&lt;br /&gt;
PK3 files are actually just [[wikipedia:ZIP_(file_format)|ZIP files]], so theoretically any compression program can be used to create PK3 packages. There are however some specialty tools to make building Weissblatt (addon) PK3s easier:&lt;br /&gt;
&lt;br /&gt;
In general, we recommend testing small changes first using SLADE before translating the final result into a PK3Make structure.&lt;br /&gt;
&lt;br /&gt;
=== Automated building using PK3Make ===&lt;br /&gt;
[https://github.com/liquidunderground/pk3make PK3Make] is a specialty tool developed for building complex PK3 projects, such as Weissblatt. It can automatically build complex PK3 files with byte-for-byte determinism using a single command:&lt;br /&gt;
 user@devdir$ pk3make&lt;br /&gt;
&lt;br /&gt;
==== Writing PK3Makefiles ====&lt;br /&gt;
PK3Make&#039;s build behavior is determined by a configuration file called a &amp;lt;code&amp;gt;PK3Makefile&amp;lt;/code&amp;gt;. The exact syntax and options for writing PK3Makefiles may vary by version, but in general PK3Make works in three steps:&lt;br /&gt;
 Source files --[build]--&amp;gt; Engine-friendly build files --[pack]--&amp;gt; Finished PK3 file&lt;br /&gt;
During these steps, PK3Make will attempt to find files within the source/build files and mirror the required file tree structure in the following build step.&lt;br /&gt;
&lt;br /&gt;
For the sake of safe backups, you should try to keep your project&#039;s assets as well as it&#039;s PK3Makefile under version control, for example using [https://git-scm.com/ Git].&lt;br /&gt;
&lt;br /&gt;
=== Manual test using SLADE ===&lt;br /&gt;
[https://slade.mancubus.net/ SLADE] is a tried and time-tested tool for building Doom mods. It&#039;s a graphical WAD/PK3 editor that allows manually inspecting, building and debugging add-ons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; SLADE&#039;s internal [[Picture Format|Picture]] converter is not byte-for-byte compatible with that of PK3Make. This is due to unused padding bytes within the Picture format specification being handled differently. Expect different hash values when comparing a PK3 generated by SLADE to one made using PK3Make. This has no effect on engine-behavior regarding Pictures.&lt;br /&gt;
== Directory structure ==&lt;br /&gt;
=== Directory structure ===&lt;br /&gt;
Weissblatt&#039;s directory structure is based on the ZDoom PK3 structure. The table below explains each directory expected by Weissblatt&#039;s engine, it&#039;s purpose and it&#039;s typically expected file format:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Weissblatt PK3 structure&lt;br /&gt;
!Directory&lt;br /&gt;
!Contains&lt;br /&gt;
!File Format&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Characters/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Images&lt;br /&gt;
|S_SKIN (Plain Text)&lt;br /&gt;
[[Doom Picture|Picture]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Fades/&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Screen Fade|Screen Fades]]&lt;br /&gt;
|Fade ([[Flat#Fade|Flat]])&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Flats/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Floor textures&lt;br /&gt;
|[[Flat|Flats]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Lua/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Lua scripts&lt;br /&gt;
|&amp;lt;code&amp;gt;.lua&amp;lt;/code&amp;gt; (Plain Text)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Maps/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Maps&lt;br /&gt;
|WAD&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Models/&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[3D Model|3D Models]]&lt;br /&gt;
|[[3D Model#MD3|MD3]]&lt;br /&gt;
PNG (Textures)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Music/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Music files&lt;br /&gt;
|OGG&lt;br /&gt;
WAV&lt;br /&gt;
(General) MIDI&lt;br /&gt;
MOD&lt;br /&gt;
XM&lt;br /&gt;
S3M&lt;br /&gt;
IT&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Patches/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Patch graphics&lt;br /&gt;
|[[Doom Picture|Picture]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;SOC/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Configuration&lt;br /&gt;
|SOC (Plain Text)&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Sounds/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sounds&lt;br /&gt;
|OGG&lt;br /&gt;
WAV&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Sprites&amp;lt;/code&amp;gt;&lt;br /&gt;
|Sprite graphics&lt;br /&gt;
|[[Doom Picture|Picture]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;Textures/&amp;lt;/code&amp;gt;&lt;br /&gt;
|Wall textures&lt;br /&gt;
|[[Doom Picture|Picture]]&lt;br /&gt;
|}&lt;br /&gt;
There are also additional files which are also expected, but typically stored in the PK3 root directory:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Special lumps&lt;br /&gt;
!File&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;ANIMDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[ANIMDEFS]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;COLORMAP&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;WATERMAP&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;CLMxxxx&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Color Palette#COLORMAP|COLORMAP]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;PLAYPAL&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;PALxxxx&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Color Palette|Color palette]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;TEXTURES&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[TEXTUREDEF]]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;TRANSxx&amp;lt;/code&amp;gt;&lt;br /&gt;
|[[Color Palette#TINTTAB|TINTTAB]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Guide]]&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Category:Guide&amp;diff=219</id>
		<title>Category:Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Category:Guide&amp;diff=219"/>
		<updated>2026-03-19T18:52:13Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Making PK3 packages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here you can find guides on all sorts of things related to modding and developing Weissblatt. Below you can also find a list of recommended tools to help you get started.&lt;br /&gt;
&lt;br /&gt;
== Development Tools ==&lt;br /&gt;
If you&#039;re looking for tools to get started working on Weissblatt, here&#039;s what we use to make the game. Keep in mind there are many alternatives you can use, although we prefer to keep things accessible by sticking to FLOSS software where possible.&lt;br /&gt;
&lt;br /&gt;
=== Making PK3 packages ===&lt;br /&gt;
Full article: [[PK3]]&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/liquidunderground/pk3make PK3Make] to compile PK3 packages for larger projects, such as Weissblatt itself&lt;br /&gt;
* [https://slade.mancubus.net/ SLADE] to manually inspect PK3 packages&lt;br /&gt;
&lt;br /&gt;
=== Programming ===&lt;br /&gt;
We recommend using a unix-like system to develop on, especially Linux. However, to ease your decision, here&#039;s our recommendation for which Linux distribution you may wanna pick:&lt;br /&gt;
&lt;br /&gt;
* [https://www.linuxmint.com/ Linux Mint] for beginners. If you never used Linux before, use this.&lt;br /&gt;
* [https://archlinux.org/ Arch Linux] for advanced hackers&lt;br /&gt;
* [https://www.debian.org/ Debian GNU/Linux] for experienced greybeards&lt;br /&gt;
&lt;br /&gt;
==== Tools for Linux/macOS/other unix-like platforms ====&lt;br /&gt;
&lt;br /&gt;
* [https://www.vim.org/ Vim] to edit text on&lt;br /&gt;
* [https://vscodium.com/ VSCodium] (FLOSS fork of Microsoft Visual Studio Code)&lt;br /&gt;
* [https://gcc.gnu.org/ GCC] to compile C code&lt;br /&gt;
* [https://cmake.org/ CMake] to manage dependencies and generate build files for your system.&lt;br /&gt;
&lt;br /&gt;
==== Tools for Windows ====&lt;br /&gt;
&lt;br /&gt;
* [https://visualstudio.microsoft.com Microsoft Visual Studio] (full IDE)&lt;br /&gt;
* [https://code.visualstudio.com/download Microsoft Visual Studio Code] (text editor)&lt;br /&gt;
&lt;br /&gt;
* [https://notepad-plus-plus.org/downloads/ Notepad++] to edit text&lt;br /&gt;
* [https://visualstudio.microsoft.com/en/downloads/ Microsoft MSVC compiler] to compile C code&lt;br /&gt;
* [https://cmake.org/ CMake] to manage dependencies and generate build files for your system.&lt;br /&gt;
&lt;br /&gt;
=== Pixel art and animation ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.aseprite.org/ Aseprite] (paid in pre-compiled form)&lt;br /&gt;
* [https://libresprite.github.io/#!/ Libresprite]&lt;br /&gt;
&lt;br /&gt;
=== 3D modeling and animation ===&lt;br /&gt;
&lt;br /&gt;
* [https://www.blender.org/ Blender]&lt;br /&gt;
&lt;br /&gt;
=== Audio ===&lt;br /&gt;
&lt;br /&gt;
==== Digital Music ====&lt;br /&gt;
&lt;br /&gt;
* [https://tildearrow.org/furnace/ Furnace]&lt;br /&gt;
* [https://openmpt.org/ OpenMPT]&lt;br /&gt;
* [https://ardour.org/ Ardour]&lt;br /&gt;
* [https://lmms.io/ LMMS]&lt;br /&gt;
&lt;br /&gt;
==== MIDI Music ====&lt;br /&gt;
&lt;br /&gt;
* [https://www.rosegardenmusic.com/ Rosegarden] for sequencing MIDI music&lt;br /&gt;
* [https://www.fluidsynth.org/ Fluidsynth] for engine-accurate MIDI playback (seriously - the engine runs on it)&lt;br /&gt;
&lt;br /&gt;
==== Sound Effects, etc. ====&lt;br /&gt;
&lt;br /&gt;
* [https://www.drpetter.se/project_sfxr.html DrPetter&#039;s sfxr] (or [https://sfxr.me/ jsfxr]) for making sound effects&lt;br /&gt;
* [https://www.audacityteam.org/download/ Audacity] for mixing&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=218</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=218"/>
		<updated>2026-03-05T00:38:24Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Additional details on Tagging and Things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game levels in Weissblatt are commonly called &#039;&#039;&#039;Maps&#039;&#039;&#039; while the act of creating a map is called &#039;&#039;&#039;Mapping&#039;&#039;&#039;. Like with many multiplayer PC games, this terminology is inherited from [[wikipedia:Doom_(1993_video_game)|Doom]].&lt;br /&gt;
&lt;br /&gt;
Weissblatt supports two different map formats:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Legacy maps&#039;&#039; (sometimes called &#039;&#039;binary maps&#039;&#039;) - This format is inherited from Sonic Robo Blast 2 and is generally advised against when mapping.&lt;br /&gt;
# &#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF] maps&#039;&#039;, upon which Weissblatt is built. UDMF stands for &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;D&#039;&#039;&#039;oom &#039;&#039;&#039;M&#039;&#039;&#039;ap &#039;&#039;&#039;F&#039;&#039;&#039;ormat - a text-based map description format developed by the Doom source port community.&lt;br /&gt;
&lt;br /&gt;
== Map format Basics ==&lt;br /&gt;
To fully understand mapping, you should understand the concepts of how (modern) Doom engines construct their maps in the abstract:&lt;br /&gt;
&lt;br /&gt;
=== Sectors, Walls and Linedefs ===&lt;br /&gt;
In short, Doom maps are essentially two-dimensional top-down vertex structures with added properties for height and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Walls&#039;&#039; are lines between two or more vertices on a map. Each wall can either be solid with a single texture assigned to it or it can be a two-sided &#039;&#039;Linedef&#039;&#039; seperating two sectors. Depending on the two sectors&#039; floor and ceiling heights, each Linedef may be assigned a top, middle or bottom texture per-side. Linedefs can also be equipped a &#039;&#039;Type&#039;&#039; which can trigger various effects at runtime. &lt;br /&gt;
&lt;br /&gt;
Walls can also have multiple &#039;&#039;flags&#039;&#039;, which can have effects on movement and rendering such as &amp;lt;code&amp;gt;Peg Midtexture&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Impassable&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sectors&#039;&#039; are polygons made up of multiple walls through which the player can move. Sectors can be assigned &lt;br /&gt;
&lt;br /&gt;
* Top and Bottom [[Flat]] [ceiling/floor texture]&lt;br /&gt;
* Floor and ceiling height&lt;br /&gt;
* Light level&lt;br /&gt;
* Colored lighting (depending on the map format)&lt;br /&gt;
* A numeric &#039;&#039;Tag&#039;&#039; (multiple for UDMF maps)&lt;br /&gt;
* Various unique effects, such as damage upon touch&lt;br /&gt;
&lt;br /&gt;
==== Tagging ====&lt;br /&gt;
&#039;&#039;Further Reading: [[:Category:Linedef Type]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Walls, sectors, and Things within a map can be &#039;&#039;tagged&#039;&#039; using an integer number. Depending on the sector effect and Linedef type, Sectors and Linedefs with matching tags may trigger one another, given trigger-dependent conditions, such as one or all players entering a sector or (not) having collected all [[Chakra Shards]] when doing so. Matching tags can also be used for triggers relating to Things.&lt;br /&gt;
&lt;br /&gt;
==== Binary Space partitioning ====&lt;br /&gt;
Simply put, Doom maps are heavily preprocessed using a so-called &#039;&#039;node builder&#039;&#039; before being included in the game. A modern node builder with UDMF support is [https://doomwiki.org/wiki/ZDBSP ZDBSP] from the ZDoom source port.&lt;br /&gt;
&lt;br /&gt;
Node builders implement an algorithm called &#039;&#039;Binary Space Partitioning&#039;&#039; or BSP. Through BSP, all map sectors are subdivided into convex shapes and assembled into a binary tree. The game engine can then per-frame traverse the leaves of any given branch of that tree to determine all potentially visible walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;more TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor-over-Floor (FOF) ====&lt;br /&gt;
&#039;&#039;Floor-over-Floor sectors&#039;&#039; or FOFs are an extension upon the original Doom format which allows for multi-floor sectors like hovering bridges. To achieve this, a separate &#039;&#039;control sector&#039;&#039; is created outside of the play area to which other host sectors are tagged. Triggered through an [[FOF Linedef Type]], the engine then uniformly applies a subdivision in between the host sector&#039;s space based on the control sector&#039;s assigned textures and flats.&lt;br /&gt;
&lt;br /&gt;
==== Polyobjects ====&lt;br /&gt;
&#039;&#039;Polyobjects&#039;&#039; are an extension to use pieces of predefined map geometry as if they were map objects. This allows for many more gameplay mechanics such as spinning geometry, sideways crushers or swinging doors.&lt;br /&gt;
&lt;br /&gt;
=== Things and MOBJs ===&lt;br /&gt;
&#039;&#039;Further reading: [[:Category:Thing]] | [[:Category:MOBJ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Things&#039;&#039; are static spawners for game objects placed within sectors. Upon map load, things are initialized and spawn their respective MOBJs. Things can also be given &#039;&#039;parameters&#039;&#039; and &#039;&#039;flags&#039;&#039;, which may modify the Thing&#039;s behavior. Since Things are only initialized upon map load, this requires some gameplay design considerations when placing enemies such as [https://doomwiki.org/wiki/Monster_closet monster closets].&lt;br /&gt;
&lt;br /&gt;
MOBJs are only spawned at runtime and represent game objects, such as enemies, gems or decorative sprites. MOBJs contain their own Object flags, which are distinct from Thing flags.&lt;br /&gt;
&lt;br /&gt;
== UDMF Mapping ==&lt;br /&gt;
&#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF]&#039;&#039; stands for &#039;&#039;Universal Doom Map Format&#039;&#039;. It is a textual map format developed for near-infinite extensibility within modern Doom engine source ports. It is not backwards compatible to older formats.&lt;br /&gt;
&lt;br /&gt;
A UDMF map consists of the following lumps within a WAD or [[PK3]], :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MAPxx&amp;lt;/code&amp;gt; - A simple marker lump denoting the map number. Required.&lt;br /&gt;
* &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; contains information on the map geometry (vertices, linedefs, sectors), SIDEDEFs and Things. Despite UDMF being a text format, it is not intended to be read or edited manually. Instead it should be parsed by dedicated programs such as Ultimate Zone Builder, SLADE or Weissblatt&#039;s game engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;ZNODES&amp;lt;/code&amp;gt; - BSP information generated by  [https://doomwiki.org/wiki/ZDBSP ZDBSP] (as it&#039;s the only node builder with UDMF support). If missing, many Doom engines expect it to be generated on-the-fly by a ZDBSP instance built into the engine.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ENDMAP&amp;lt;/code&amp;gt; - a simple marker lump. Required&lt;br /&gt;
&lt;br /&gt;
=== TEXTMAP specification ===&lt;br /&gt;
Weissblatt supports UDMF &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt;s of namespace &amp;lt;code&amp;gt;weissblatt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;srb2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Legacy Mapping ==&lt;br /&gt;
The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt&#039;s UDMF implementation.&lt;br /&gt;
&lt;br /&gt;
Like traditional Doom maps, legacy maps are a &#039;&#039;binary map format&#039;&#039;, meaning all data is encoded directly into byte structures. This brings some limitations:&lt;br /&gt;
&lt;br /&gt;
# Each Sector/Linedef/Thing can only be assigned one tag&lt;br /&gt;
# Texture/Flat/Thing scaling is not supported&lt;br /&gt;
# Flat alignment/rotation is not supported&lt;br /&gt;
# Only 65536 tags are allowed.&lt;br /&gt;
# The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited.&lt;br /&gt;
# &amp;lt;TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binary maps are made up of the following lumps:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;THINGS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;VERTEXES&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;LINEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SIDEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SECTORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reserved specialty tags ===&lt;br /&gt;
The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!SOC/Lua Constant&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|649&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_AXE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when&lt;br /&gt;
|-&lt;br /&gt;
|650&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_KOOPA&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; is defeated. Raises matching sectors&#039; ceiling to the highest adjacent ceiling&lt;br /&gt;
|-&lt;br /&gt;
|680&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE0&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Triggered when a boss is defeated.&lt;br /&gt;
|-&lt;br /&gt;
|681&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|682&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|4200&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKPLATFORM&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered after six hits to the alternate form of [[KOTU]].&lt;br /&gt;
|-&lt;br /&gt;
|32000&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_TURRET&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when a turret is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|65530 (-6)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKVILEATACK&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when [[KOTU]] starts casting magic.&lt;br /&gt;
|-&lt;br /&gt;
|65531 (-5)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSS4DROP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; drops &amp;lt;++&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|65532 (-4)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when any Boss is defeated&lt;br /&gt;
|-&lt;br /&gt;
|65533 (-3)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_ALLBOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when all Bosses are defeated&lt;br /&gt;
|-&lt;br /&gt;
|65534 (-2)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PINCHPHASE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when Bosses switch into their pinch phase&lt;br /&gt;
|-&lt;br /&gt;
|65535 (-1)&lt;br /&gt;
|&lt;br /&gt;
|Affect every sector in a map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PARAMWIDTH&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conversion to UDMF ===&lt;br /&gt;
Legacy maps can be converted to UDMF maps: Simply launch the game using &amp;lt;code&amp;gt;-textmap&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-warp &amp;lt;MAPNUM&amp;gt;&amp;lt;/code&amp;gt;. After you quit the game, the engine will save a UDMF conversion of your map to the file &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; into a proper UDMF map.&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=217</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=217"/>
		<updated>2026-03-05T00:33:24Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Sectors, Walls and Linedefs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game levels in Weissblatt are commonly called &#039;&#039;&#039;Maps&#039;&#039;&#039; while the act of creating a map is called &#039;&#039;&#039;Mapping&#039;&#039;&#039;. Like with many multiplayer PC games, this terminology is inherited from [[wikipedia:Doom_(1993_video_game)|Doom]].&lt;br /&gt;
&lt;br /&gt;
Weissblatt supports two different map formats:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Legacy maps&#039;&#039; (sometimes called &#039;&#039;binary maps&#039;&#039;) - This format is inherited from Sonic Robo Blast 2 and is generally advised against when mapping.&lt;br /&gt;
# &#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF] maps&#039;&#039;, upon which Weissblatt is built. UDMF stands for &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;D&#039;&#039;&#039;oom &#039;&#039;&#039;M&#039;&#039;&#039;ap &#039;&#039;&#039;F&#039;&#039;&#039;ormat - a text-based map description format developed by the Doom source port community.&lt;br /&gt;
&lt;br /&gt;
== Map format Basics ==&lt;br /&gt;
To fully understand mapping, you should understand the concepts of how (modern) Doom engines construct their maps in the abstract:&lt;br /&gt;
&lt;br /&gt;
=== Sectors, Walls and Linedefs ===&lt;br /&gt;
In short, Doom maps are essentially two-dimensional top-down vertex structures with added properties for height and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Walls&#039;&#039; are lines between two or more vertices on a map. Each wall can either be solid with a single texture assigned to it or it can be a two-sided &#039;&#039;Linedef&#039;&#039; seperating two sectors. Depending on the two sectors&#039; floor and ceiling heights, each Linedef may be assigned a top, middle or bottom texture per-side. Linedefs can also be equipped a &#039;&#039;Type&#039;&#039; which can trigger various effects at runtime. &lt;br /&gt;
&lt;br /&gt;
Walls can also have multiple &#039;&#039;flags&#039;&#039;, which can have effects on movement and rendering such as &amp;lt;code&amp;gt;Peg Midtexture&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Impassable&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sectors&#039;&#039; are polygons made up of multiple walls through which the player can move. Sectors can be assigned &lt;br /&gt;
&lt;br /&gt;
* Top and Bottom [[Flat]] [ceiling/floor texture]&lt;br /&gt;
* Floor and ceiling height&lt;br /&gt;
* Light level&lt;br /&gt;
* Colored lighting (depending on the map format)&lt;br /&gt;
* A numeric &#039;&#039;Tag&#039;&#039; (multiple for UDMF maps)&lt;br /&gt;
* Various unique effects, such as damage upon touch&lt;br /&gt;
&lt;br /&gt;
==== Tagging ====&lt;br /&gt;
Walls, sectors, and Things within a map can be &#039;&#039;tagged&#039;&#039; using an integer number. Depending on the sector effect and Linedef type, Sectors and Linedefs with matching tags may trigger one another, given trigger-dependent conditions, such as one or all players entering a sector or (not) having collected all [[Chakra Shards]] when doing so. Matching tags can also be used for triggers relating to Things.&lt;br /&gt;
&lt;br /&gt;
==== Binary Space partitioning ====&lt;br /&gt;
Simply put, Doom maps are heavily preprocessed using a so-called &#039;&#039;node builder&#039;&#039; before being included in the game. A modern node builder with UDMF support is [https://doomwiki.org/wiki/ZDBSP ZDBSP] from the ZDoom source port.&lt;br /&gt;
&lt;br /&gt;
Node builders implement an algorithm called &#039;&#039;Binary Space Partitioning&#039;&#039; or BSP. Through BSP, all map sectors are subdivided into convex shapes and assembled into a binary tree. The game engine can then per-frame traverse the leaves of any given branch of that tree to determine all potentially visible walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;more TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor-over-Floor (FOF) ====&lt;br /&gt;
&#039;&#039;Floor-over-Floor sectors&#039;&#039; or FOFs are an extension upon the original Doom format which allows for multi-floor sectors like hovering bridges. To achieve this, a separate &#039;&#039;control sector&#039;&#039; is created outside of the play area to which other host sectors are tagged. Triggered through an [[FOF Linedef Type]], the engine then uniformly applies a subdivision in between the host sector&#039;s space based on the control sector&#039;s assigned textures and flats.&lt;br /&gt;
&lt;br /&gt;
==== Polyobjects ====&lt;br /&gt;
&#039;&#039;Polyobjects&#039;&#039; are an extension to use pieces of predefined map geometry as if they were map objects. This allows for many more gameplay mechanics such as spinning geometry, sideways crushers or swinging doors.&lt;br /&gt;
&lt;br /&gt;
=== Things and MOBJs ===&lt;br /&gt;
&#039;&#039;Full page: [[:Category:MOBJ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Things&#039;&#039; are static spawners for game objects placed within sectors. Upon map load, things are initialized and spawn their respective MOBJs. Things can also be given &#039;&#039;parameters&#039;&#039; and &#039;&#039;flags&#039;&#039;, which may modify the Thing&#039;s behavior. Since Things are only initialized upon map load, this requires some gameplay design considerations when placing enemies such as [https://doomwiki.org/wiki/Monster_closet monster closets].&lt;br /&gt;
&lt;br /&gt;
MOBJs are only spawned at runtime and represent game objects, such as enemies, gems or decorative sprites. MOBJs contain their own Object flags, which are distinct from Thing flags.&lt;br /&gt;
&lt;br /&gt;
== UDMF Mapping ==&lt;br /&gt;
&#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF]&#039;&#039; stands for &#039;&#039;Universal Doom Map Format&#039;&#039;. It is a textual map format developed for near-infinite extensibility within modern Doom engine source ports. It is not backwards compatible to older formats.&lt;br /&gt;
&lt;br /&gt;
A UDMF map consists of the following lumps within a WAD or [[PK3]], :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MAPxx&amp;lt;/code&amp;gt; - A simple marker lump denoting the map number. Required.&lt;br /&gt;
* &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; contains information on the map geometry (vertices, linedefs, sectors), SIDEDEFs and Things. Despite UDMF being a text format, it is not intended to be read or edited manually. Instead it should be parsed by dedicated programs such as Ultimate Zone Builder, SLADE or Weissblatt&#039;s game engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;ZNODES&amp;lt;/code&amp;gt; - BSP information generated by  [https://doomwiki.org/wiki/ZDBSP ZDBSP] (as it&#039;s the only node builder with UDMF support). If missing, many Doom engines expect it to be generated on-the-fly by a ZDBSP instance built into the engine.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ENDMAP&amp;lt;/code&amp;gt; - a simple marker lump. Required&lt;br /&gt;
&lt;br /&gt;
=== TEXTMAP specification ===&lt;br /&gt;
Weissblatt supports UDMF &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt;s of namespace &amp;lt;code&amp;gt;weissblatt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;srb2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Legacy Mapping ==&lt;br /&gt;
The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt&#039;s UDMF implementation.&lt;br /&gt;
&lt;br /&gt;
Like traditional Doom maps, legacy maps are a &#039;&#039;binary map format&#039;&#039;, meaning all data is encoded directly into byte structures. This brings some limitations:&lt;br /&gt;
&lt;br /&gt;
# Each Sector/Linedef/Thing can only be assigned one tag&lt;br /&gt;
# Texture/Flat/Thing scaling is not supported&lt;br /&gt;
# Flat alignment/rotation is not supported&lt;br /&gt;
# Only 65536 tags are allowed.&lt;br /&gt;
# The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited.&lt;br /&gt;
# &amp;lt;TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binary maps are made up of the following lumps:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;THINGS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;VERTEXES&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;LINEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SIDEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SECTORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reserved specialty tags ===&lt;br /&gt;
The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!SOC/Lua Constant&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|649&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_AXE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when&lt;br /&gt;
|-&lt;br /&gt;
|650&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_KOOPA&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; is defeated. Raises matching sectors&#039; ceiling to the highest adjacent ceiling&lt;br /&gt;
|-&lt;br /&gt;
|680&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE0&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Triggered when a boss is defeated.&lt;br /&gt;
|-&lt;br /&gt;
|681&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|682&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|4200&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKPLATFORM&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered after six hits to the alternate form of [[KOTU]].&lt;br /&gt;
|-&lt;br /&gt;
|32000&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_TURRET&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when a turret is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|65530 (-6)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKVILEATACK&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when [[KOTU]] starts casting magic.&lt;br /&gt;
|-&lt;br /&gt;
|65531 (-5)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSS4DROP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; drops &amp;lt;++&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|65532 (-4)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when any Boss is defeated&lt;br /&gt;
|-&lt;br /&gt;
|65533 (-3)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_ALLBOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when all Bosses are defeated&lt;br /&gt;
|-&lt;br /&gt;
|65534 (-2)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PINCHPHASE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when Bosses switch into their pinch phase&lt;br /&gt;
|-&lt;br /&gt;
|65535 (-1)&lt;br /&gt;
|&lt;br /&gt;
|Affect every sector in a map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PARAMWIDTH&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conversion to UDMF ===&lt;br /&gt;
Legacy maps can be converted to UDMF maps: Simply launch the game using &amp;lt;code&amp;gt;-textmap&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-warp &amp;lt;MAPNUM&amp;gt;&amp;lt;/code&amp;gt;. After you quit the game, the engine will save a UDMF conversion of your map to the file &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; into a proper UDMF map.&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=216</id>
		<title>Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Map&amp;diff=216"/>
		<updated>2026-03-05T00:29:50Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: UDMF description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Game levels in Weissblatt are commonly called &#039;&#039;&#039;Maps&#039;&#039;&#039; while the act of creating a map is called &#039;&#039;&#039;Mapping&#039;&#039;&#039;. Like with many multiplayer PC games, this terminology is inherited from [[wikipedia:Doom_(1993_video_game)|Doom]].&lt;br /&gt;
&lt;br /&gt;
Weissblatt supports two different map formats:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;Legacy maps&#039;&#039; (sometimes called &#039;&#039;binary maps&#039;&#039;) - This format is inherited from Sonic Robo Blast 2 and is generally advised against when mapping.&lt;br /&gt;
# &#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF] maps&#039;&#039;, upon which Weissblatt is built. UDMF stands for &#039;&#039;&#039;U&#039;&#039;&#039;niversal &#039;&#039;&#039;D&#039;&#039;&#039;oom &#039;&#039;&#039;M&#039;&#039;&#039;ap &#039;&#039;&#039;F&#039;&#039;&#039;ormat - a text-based map description format developed by the Doom source port community.&lt;br /&gt;
&lt;br /&gt;
== Map format Basics ==&lt;br /&gt;
To fully understand mapping, you should understand the concepts of how (modern) Doom engines construct their maps in the abstract:&lt;br /&gt;
&lt;br /&gt;
=== Sectors, Walls and Linedefs ===&lt;br /&gt;
In short, Doom maps are essentially two-dimensional top-down vertex structures with added properties for height and other gameplay mechanics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Walls&#039;&#039; are lines between two or more vertices on a map. Each wall can either be solid with a single texture assigned to it or it can be a two-sided &#039;&#039;Linedef&#039;&#039; seperating two sectors. Depending on the two sectors&#039; floor and ceiling heights, each Linedef may be assigned a top, middle or bottom texture per-side. Linedefs can also be equipped a &#039;&#039;Type&#039;&#039; which can trigger various effects at runtime. &lt;br /&gt;
&lt;br /&gt;
Walls can also have multiple &#039;&#039;flags&#039;&#039;, which can have effects on movement and rendering such as &amp;lt;code&amp;gt;Peg Midtexture&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;Impassable&amp;lt;/code&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sectors&#039;&#039; are polygons made up of multiple walls through which the player can move. Sectors can be assigned &lt;br /&gt;
&lt;br /&gt;
* Top and Bottom [[Flat]]&lt;br /&gt;
* Floor and ceiling height&lt;br /&gt;
* Light level&lt;br /&gt;
* Colored lighting (depending on the map format)&lt;br /&gt;
* One or multiple &#039;&#039;Tags&#039;&#039;&lt;br /&gt;
* Various unique effects, such as damage upon touch&lt;br /&gt;
&lt;br /&gt;
==== Tagging ====&lt;br /&gt;
Walls, sectors, and Things within a map can be &#039;&#039;tagged&#039;&#039; using an integer number. Depending on the sector effect and Linedef type, Sectors and Linedefs with matching tags may trigger one another, given trigger-dependent conditions, such as one or all players entering a sector or (not) having collected all [[Chakra Shards]] when doing so. Matching tags can also be used for triggers relating to Things.&lt;br /&gt;
&lt;br /&gt;
==== Binary Space partitioning ====&lt;br /&gt;
Simply put, Doom maps are heavily preprocessed using a so-called &#039;&#039;node builder&#039;&#039; before being included in the game. A modern node builder with UDMF support is [https://doomwiki.org/wiki/ZDBSP ZDBSP] from the ZDoom source port.&lt;br /&gt;
&lt;br /&gt;
Node builders implement an algorithm called &#039;&#039;Binary Space Partitioning&#039;&#039; or BSP. Through BSP, all map sectors are subdivided into convex shapes and assembled into a binary tree. The game engine can then per-frame traverse the leaves of any given branch of that tree to determine all potentially visible walls.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;more TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Floor-over-Floor (FOF) ====&lt;br /&gt;
&#039;&#039;Floor-over-Floor sectors&#039;&#039; or FOFs are an extension upon the original Doom format which allows for multi-floor sectors like hovering bridges. To achieve this, a separate &#039;&#039;control sector&#039;&#039; is created outside of the play area to which other host sectors are tagged. Triggered through an [[FOF Linedef Type]], the engine then uniformly applies a subdivision in between the host sector&#039;s space based on the control sector&#039;s assigned textures and flats.&lt;br /&gt;
&lt;br /&gt;
==== Polyobjects ====&lt;br /&gt;
&#039;&#039;Polyobjects&#039;&#039; are an extension to use pieces of predefined map geometry as if they were map objects. This allows for many more gameplay mechanics such as spinning geometry, sideways crushers or swinging doors.&lt;br /&gt;
&lt;br /&gt;
=== Things and MOBJs ===&lt;br /&gt;
&#039;&#039;Full page: [[:Category:MOBJ]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Things&#039;&#039; are static spawners for game objects placed within sectors. Upon map load, things are initialized and spawn their respective MOBJs. Things can also be given &#039;&#039;parameters&#039;&#039; and &#039;&#039;flags&#039;&#039;, which may modify the Thing&#039;s behavior. Since Things are only initialized upon map load, this requires some gameplay design considerations when placing enemies such as [https://doomwiki.org/wiki/Monster_closet monster closets].&lt;br /&gt;
&lt;br /&gt;
MOBJs are only spawned at runtime and represent game objects, such as enemies, gems or decorative sprites. MOBJs contain their own Object flags, which are distinct from Thing flags.&lt;br /&gt;
&lt;br /&gt;
== UDMF Mapping ==&lt;br /&gt;
&#039;&#039;[https://doomwiki.org/wiki/UDMF UDMF]&#039;&#039; stands for &#039;&#039;Universal Doom Map Format&#039;&#039;. It is a textual map format developed for near-infinite extensibility within modern Doom engine source ports. It is not backwards compatible to older formats.&lt;br /&gt;
&lt;br /&gt;
A UDMF map consists of the following lumps within a WAD or [[PK3]], :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;MAPxx&amp;lt;/code&amp;gt; - A simple marker lump denoting the map number. Required.&lt;br /&gt;
* &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; contains information on the map geometry (vertices, linedefs, sectors), SIDEDEFs and Things. Despite UDMF being a text format, it is not intended to be read or edited manually. Instead it should be parsed by dedicated programs such as Ultimate Zone Builder, SLADE or Weissblatt&#039;s game engine.&lt;br /&gt;
* &amp;lt;code&amp;gt;ZNODES&amp;lt;/code&amp;gt; - BSP information generated by  [https://doomwiki.org/wiki/ZDBSP ZDBSP] (as it&#039;s the only node builder with UDMF support). If missing, many Doom engines expect it to be generated on-the-fly by a ZDBSP instance built into the engine.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;ENDMAP&amp;lt;/code&amp;gt; - a simple marker lump. Required&lt;br /&gt;
&lt;br /&gt;
=== TEXTMAP specification ===&lt;br /&gt;
Weissblatt supports UDMF &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt;s of namespace &amp;lt;code&amp;gt;weissblatt&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;srb2&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Legacy Mapping ==&lt;br /&gt;
The Legacy map format was inherited from Sonic Robo Blast 2 and is now considered deprecated. Weissblatt does not develop it any further and merely maintains it for backwards compatibility. As such the format will be missing many features compared to Weissblatt&#039;s UDMF implementation.&lt;br /&gt;
&lt;br /&gt;
Like traditional Doom maps, legacy maps are a &#039;&#039;binary map format&#039;&#039;, meaning all data is encoded directly into byte structures. This brings some limitations:&lt;br /&gt;
&lt;br /&gt;
# Each Sector/Linedef/Thing can only be assigned one tag&lt;br /&gt;
# Texture/Flat/Thing scaling is not supported&lt;br /&gt;
# Flat alignment/rotation is not supported&lt;br /&gt;
# Only 65536 tags are allowed.&lt;br /&gt;
# The total amount of possible walls, Linedefs, Sectors, etc. within a map may be limited.&lt;br /&gt;
# &amp;lt;TBA&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Binary maps are made up of the following lumps:&lt;br /&gt;
&lt;br /&gt;
# &amp;lt;code&amp;gt;THINGS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;VERTEXES&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;LINEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SIDEDEFS&amp;lt;/code&amp;gt;&lt;br /&gt;
# &amp;lt;code&amp;gt;SECTORS&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Reserved specialty tags ===&lt;br /&gt;
The Legacy map format does not support multitagging and is generally less flexible when it comes to tagging Things. To get around this, some Tag numbers are given special treatment:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Tag&lt;br /&gt;
!SOC/Lua Constant&lt;br /&gt;
!Effect&lt;br /&gt;
|-&lt;br /&gt;
|649&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_AXE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when&lt;br /&gt;
|-&lt;br /&gt;
|650&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_KOOPA&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; is defeated. Raises matching sectors&#039; ceiling to the highest adjacent ceiling&lt;br /&gt;
|-&lt;br /&gt;
|680&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE0&amp;lt;/code&amp;gt;&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Triggered when a boss is defeated.&lt;br /&gt;
|-&lt;br /&gt;
|681&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE1&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|682&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_CAPSULE2&amp;lt;/code&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|4200&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKPLATFORM&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered after six hits to the alternate form of [[KOTU]].&lt;br /&gt;
|-&lt;br /&gt;
|32000&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_TURRET&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when a turret is destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|65530 (-6)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BRAKVILEATACK&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when [[KOTU]] starts casting magic.&lt;br /&gt;
|-&lt;br /&gt;
|65531 (-5)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSS4DROP&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when &amp;lt;++&amp;gt; drops &amp;lt;++&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|65532 (-4)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_BOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when any Boss is defeated&lt;br /&gt;
|-&lt;br /&gt;
|65533 (-3)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_ALLBOSSDEAD&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when all Bosses are defeated&lt;br /&gt;
|-&lt;br /&gt;
|65534 (-2)&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PINCHPHASE&amp;lt;/code&amp;gt;&lt;br /&gt;
|Triggered when Bosses switch into their pinch phase&lt;br /&gt;
|-&lt;br /&gt;
|65535 (-1)&lt;br /&gt;
|&lt;br /&gt;
|Affect every sector in a map&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&amp;lt;code&amp;gt;LE_PARAMWIDTH&amp;lt;/code&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conversion to UDMF ===&lt;br /&gt;
Legacy maps can be converted to UDMF maps: Simply launch the game using &amp;lt;code&amp;gt;-textmap&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;-warp &amp;lt;MAPNUM&amp;gt;&amp;lt;/code&amp;gt;. After you quit the game, the engine will save a UDMF conversion of your map to the file &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; within your game directory. You can use SLADE or Ultimate Zone Builder to recompile the newly-generated &amp;lt;code&amp;gt;TEXTMAP&amp;lt;/code&amp;gt; into a proper UDMF map.&lt;br /&gt;
[[Category:Technology]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Enlightenment_Crystal&amp;diff=215</id>
		<title>Enlightenment Crystal</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Enlightenment_Crystal&amp;diff=215"/>
		<updated>2026-03-03T16:12:07Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Chakra Shards - Specify Glenz Reactor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
[[Category:Worldbuilding]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;Enlightenment Crystal&#039;&#039; is a building-sized magical crystal that served as the backbone of [[Delfid]] before it&#039;s destruction.&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
When the intelligence of Dolphins led to the discovery of crystal-based magic, the dolphins gradually adjusted their entire society around them to utilize their newly-gained spiritual powers. This lead to a schism with the [[Bouwder Tribe]], which eventually culminated in the construction of [[Delfid]] - an orbital city built around a massive crystal serving as a beacon to the world and to facilitate magical enlightenment.&lt;br /&gt;
&lt;br /&gt;
== The Asura Incident ==&lt;br /&gt;
In 1999 [[Planet Weissblatt#Weissblatt Calendar|WBC]]. [[Fishbart Toyfeller|Dr. Asura]] visits Delfid and attempts to corrupt the Enlightenment Crystal using demonic magic, but is being spotted by [[Alex Felitas]]. In the following encounter, Alex is defeated and the Enlightenment Crystal splinters into seven [[#Chakra Shards|Chakra Shards]], destroying Delfid and spreading the crystal&#039;s remains across [[Planet Weissblatt]].&lt;br /&gt;
&lt;br /&gt;
Knowing the dangers of a reassembled Enlightenment Crystal under dark magic, Alex casts a distress signal across the planet, opening portals to the [[Crystal Clockworld]] and pleading [[Volunteers]] to stop Dr. Asura, whom simultaneously orders a squad of Demons to scramble across the planet for the Chakra Shards.&lt;br /&gt;
&lt;br /&gt;
During the 2000 [[Planet Weissblatt#Weissblatt Calendar|WBC]] equinox of the [[Planet Weissblatt#Moons|six moons of Planet Weissblatt]], demons at [[Equinox Gate]] mentioned to assemble the [[Equinox Gate#Zone 2|Glenz Reactor]] from parts of the Enlightenment Crystal in order to open a portal to [[The Underworld]]. After [[Shtayn|MARA]] brought the remaining Chakra Shards on-site through tricking [[Volunteers]], the parts are secured through the portal and a corrupted version of the Enlightenment Crystal is reassembled in the Underworld.&lt;br /&gt;
&lt;br /&gt;
= Chakra Shards =&lt;br /&gt;
The &#039;&#039;Chakra Shards&#039;&#039; are the seven catalyst components of the splintered Enlightenment Crystal. During [[The Asura Incident]] they are collected by volunteers under plead from [[Alex Felitas]], as well as demons under order of [[Fishbart Toyfeller]]. Collecting all seven of them allows to reassemble the Enlightenment Crystal yielding unmatched spiritual powers to those who can harness it&#039;s magic.&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=214</id>
		<title>Guide:Character Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=214"/>
		<updated>2026-01-17T19:34:09Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Furry Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you wanna design your own Weissblatt character? Here&#039;s everything you need to know.&lt;br /&gt;
&lt;br /&gt;
== High-level basics of Character design ==&lt;br /&gt;
If there is one guiding principle to follow during character design, it&#039;s that &#039;&#039;&#039;audience perception is key.&#039;&#039;&#039; Make sure that your characters are unique and intuitively communicate a clear concept (ideally) from their appearance alone. Some helpful tips may include:&lt;br /&gt;
&lt;br /&gt;
* Black out your character to see if they have a &#039;&#039;&#039;unique, recognizable silhouette&#039;&#039;&#039;. Try drawing them in different positions to see if they can retain their uniqueness.&lt;br /&gt;
* &#039;&#039;&#039;Keep it simple&#039;&#039;&#039;: Can you draw a crude yet recognizable version of your character within 30 seconds? How about after you haven&#039;t looked at them for a day?&lt;br /&gt;
* Let your &#039;&#039;&#039;influences inform your character&#039;s design&#039;&#039;&#039;: Where does your character come from? Do they prefer functional or extravagant clothing? Are they sloppy? There are many ways to convey character visually. If your intuition fails you, research various ideas and aesthetics until you find what you wanted to do all along.&lt;br /&gt;
&lt;br /&gt;
=== Animation, expression and posture ===&lt;br /&gt;
Remember that Weissblatt&#039;s characters are &#039;&#039;designed to be animated. You&#039;re going to need to draw this character many, many times:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Get a clear idea for how to break your character down into simple shapes like cubes, cones spheres or tubes and how to maintain consistent proportions.&lt;br /&gt;
&lt;br /&gt;
* Provide guidelines for posture and expressions of your character. Define how they act and not just how they look.&lt;br /&gt;
&lt;br /&gt;
== Types of characters ==&lt;br /&gt;
&lt;br /&gt;
=== Furry Characters ===&lt;br /&gt;
&#039;&#039;Furry characters&#039;&#039; or &#039;&#039;Furries&#039;&#039; are planet Weissblatt&#039;s equivalent to humans - they are (usually) bipedal and act and talk in a human-like manner. The average adult male furry (such as [[Kleene Cognara]] or [[Dr. Roy Asura]]) is 1m tall, although this is an average and not a rule (e.g. [[Babel Memto]] is only 60cm tall due to being a mole). Females are naturally slightly shorter than males (~90 - 95cm, such as [[Elise Cantor]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furry characters follow the [[wikipedia:Rubber_hose_animation|rubber hose style]].&#039;&#039;&#039; Their torsos are usually constructed from &amp;quot;Disney beans&amp;quot; - bean-like shapes made from two spheres (one for the shoulders and one for the pelvis). An adult furry&#039;s height is usually proportioned as three heads tall for illustrations (such as comic books or cutscenes) and two heads tall for toonier depicitions such as in-game sprites and playable 3D models. Children have bigger heads proprotional to the rest of their body, depending on their age/maturity.&lt;br /&gt;
[[File:Alex-sketchcompare.png|thumb|Example construction of [[Alex Felitas]]. Notice the two spheres forming a Disney bean underneath Alex&#039; garment.]]&lt;br /&gt;
&#039;&#039;&#039;There are no (natural) humans on planet Weissblatt.&#039;&#039;&#039; Instead each furry is given features of a specific species to communicate their character. When designing a character, ask yourself: &#039;&#039;What does it tell the audience&#039;&#039; when character X is a Fox/Elephant/Lizard/etc.? As the line between human and non-human species can be blurry across fantasy media, we provided a guide as to what species are generally appropriate for furries:&lt;br /&gt;
[[File:Anthro-scale.png|thumb|Species guide for Weissblatt, ordered by likeness to humans vs. animals.]]&lt;br /&gt;
Cross-species transformations are currently undecided:&lt;br /&gt;
&lt;br /&gt;
* Natural/intuitive transformations (such as a worm character turning into a butterfly upon enlightenment) are fine.&lt;br /&gt;
* (TBA)&lt;br /&gt;
&lt;br /&gt;
==== WIP notes ====&lt;br /&gt;
 - Bipedal rubberhose Characters (ex: Chimera)&lt;br /&gt;
 -&amp;gt; Species is derived from character (Aesop)&lt;br /&gt;
 -&amp;gt;&amp;gt; &#039;&#039;Intuition is key. Make their themes readable&#039;&#039;&lt;br /&gt;
 -&amp;gt; Body shapes may vary.&lt;br /&gt;
 &#039;&#039;-&amp;gt;&amp;gt;Keep your characters unique and interesting&#039;&#039;&lt;br /&gt;
 - Spirits are feral&lt;br /&gt;
 - Feral animals allowed.&lt;br /&gt;
&lt;br /&gt;
 - Character Carnivores allowed*&lt;br /&gt;
 -&amp;gt; Cross-species characters: Cannibalism&lt;br /&gt;
 -&amp;gt; Feral animals: Animal cruelty (, phrenology?)&lt;br /&gt;
 -&amp;gt; Delfid: Soul of deceased must be honored.&lt;br /&gt;
&lt;br /&gt;
=== Feral characters ===&lt;br /&gt;
Feral characters are more animal-like - they generally also look and act like animals.&lt;br /&gt;
&lt;br /&gt;
Spirits are (visually speaking) feral characters.&lt;br /&gt;
&lt;br /&gt;
Weissblatt character are&lt;br /&gt;
&lt;br /&gt;
== Drawing sprites ==&lt;br /&gt;
Weissblatt - The Asura incident follows a consistent texture scale of 64px == 64 [[Fracunit|Fracunits]] == 1m in-game (although some maps may scale some textures differently for visual effect).&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=213</id>
		<title>Guide:Character Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=213"/>
		<updated>2026-01-17T19:25:50Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you wanna design your own Weissblatt character? Here&#039;s everything you need to know.&lt;br /&gt;
&lt;br /&gt;
== High-level basics of Character design ==&lt;br /&gt;
If there is one guiding principle to follow during character design, it&#039;s that &#039;&#039;&#039;audience perception is key.&#039;&#039;&#039; Make sure that your characters are unique and intuitively communicate a clear concept (ideally) from their appearance alone. Some helpful tips may include:&lt;br /&gt;
&lt;br /&gt;
* Black out your character to see if they have a &#039;&#039;&#039;unique, recognizable silhouette&#039;&#039;&#039;. Try drawing them in different positions to see if they can retain their uniqueness.&lt;br /&gt;
* &#039;&#039;&#039;Keep it simple&#039;&#039;&#039;: Can you draw a crude yet recognizable version of your character within 30 seconds? How about after you haven&#039;t looked at them for a day?&lt;br /&gt;
* Let your &#039;&#039;&#039;influences inform your character&#039;s design&#039;&#039;&#039;: Where does your character come from? Do they prefer functional or extravagant clothing? Are they sloppy? There are many ways to convey character visually. If your intuition fails you, research various ideas and aesthetics until you find what you wanted to do all along.&lt;br /&gt;
&lt;br /&gt;
=== Animation, expression and posture ===&lt;br /&gt;
Remember that Weissblatt&#039;s characters are &#039;&#039;designed to be animated. You&#039;re going to need to draw this character many, many times:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Get a clear idea for how to break your character down into simple shapes like cubes, cones spheres or tubes and how to maintain consistent proportions.&lt;br /&gt;
&lt;br /&gt;
* Provide guidelines for posture and expressions of your character. Define how they act and not just how they look.&lt;br /&gt;
&lt;br /&gt;
== Types of characters ==&lt;br /&gt;
&lt;br /&gt;
=== Furry Characters ===&lt;br /&gt;
&#039;&#039;Furry characters&#039;&#039; or &#039;&#039;Furries&#039;&#039; are planet Weissblatt&#039;s equivalent to humans - they are (usually) bipedal and act and talk in a human-like manner. The average adult male furry (such as [[Kleene Cognara]] or [[Dr. Roy Asura]]) is 1m tall, although this is an average and not a rule (e.g. [[Babel Memto]] is only 60cm tall due to being a mole). Females are naturally slightly shorter than males (~90 - 95cm, such as [[Elise Cantor]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furry characters follow the [[wikipedia:Rubber_hose_animation|rubber hose style]].&#039;&#039;&#039; Their torsos are usually constructed from &amp;quot;Disney beans&amp;quot; - bean-like shapes made from two spheres (one for the shoulders and one for the pelvis). An adult furry&#039;s height is usually proportioned as three heads tall for illustrations (such as comic books or cutscenes) and two heads tall for toonier depicitions such as in-game sprites and playable 3D models.&lt;br /&gt;
[[File:Alex-sketchcompare.png|thumb|Example construction of [[Alex Felitas]]. Notice the two spheres forming a Disney bean underneath Alex&#039; garment.]]&lt;br /&gt;
&#039;&#039;&#039;There are no (natural) humans on planet Weissblatt.&#039;&#039;&#039; Instead each furry is given features of a specific species to communicate their character. When designing a character, ask yourself: &#039;&#039;What does it tell the audience&#039;&#039; when character X is a Fox/Elephant/Lizard/etc.? As the line between human and non-human species can be blurry across fantasy media, we provided a guide as to what species are generally appropriate for furries:&lt;br /&gt;
[[File:Anthro-scale.png|thumb|Species guide for Weissblatt, ordered by likeness to humans vs. animals.]]&lt;br /&gt;
Cross-species transformations are currently undecided:&lt;br /&gt;
&lt;br /&gt;
* Natural/intuitive transformations (such as a worm character turning into a butterfly upon enlightenment) are fine.&lt;br /&gt;
* (TBA)&lt;br /&gt;
&lt;br /&gt;
==== WIP notes ====&lt;br /&gt;
 - Bipedal rubberhose Characters (ex: Chimera)&lt;br /&gt;
 -&amp;gt; Species is derived from character (Aesop)&lt;br /&gt;
 -&amp;gt;&amp;gt; &#039;&#039;Intuition is key. Make their themes readable&#039;&#039;&lt;br /&gt;
 -&amp;gt; Body shapes may vary.&lt;br /&gt;
 &#039;&#039;-&amp;gt;&amp;gt;Keep your characters unique and interesting&#039;&#039;&lt;br /&gt;
 - Spirits are feral&lt;br /&gt;
 - Feral animals allowed.&lt;br /&gt;
&lt;br /&gt;
 - Character Carnivores allowed*&lt;br /&gt;
 -&amp;gt; Cross-species characters: Cannibalism&lt;br /&gt;
 -&amp;gt; Feral animals: Animal cruelty (, phrenology?)&lt;br /&gt;
 -&amp;gt; Delfid: Soul of deceased must be honored.&lt;br /&gt;
&lt;br /&gt;
=== Feral characters ===&lt;br /&gt;
Feral characters are more animal-like - they generally also look and act like animals.&lt;br /&gt;
&lt;br /&gt;
Spirits are (visually speaking) feral characters.&lt;br /&gt;
&lt;br /&gt;
Weissblatt character are&lt;br /&gt;
&lt;br /&gt;
== Drawing sprites ==&lt;br /&gt;
Weissblatt - The Asura incident follows a consistent texture scale of 64px == 64 [[Fracunit|Fracunits]] == 1m in-game (although some maps may scale some textures differently for visual effect).&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Alex-sketchcompare.png&amp;diff=212</id>
		<title>File:Alex-sketchcompare.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Alex-sketchcompare.png&amp;diff=212"/>
		<updated>2026-01-17T19:23:36Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Alex Felitas reference pose in final render vs. sketch&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=211</id>
		<title>Guide:Character Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=211"/>
		<updated>2026-01-17T19:17:36Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;So you wanna design your own Weissblatt character? Here&#039;s everything you need to know.&lt;br /&gt;
&lt;br /&gt;
== High-level basics of Character design ==&lt;br /&gt;
If there is one guiding principle to follow during character design, it&#039;s that &#039;&#039;&#039;audience perception is key.&#039;&#039;&#039; Make sure that your characters are unique and intuitively communicate a clear concept (ideally) from their appearance alone. Some helpful tips may include:&lt;br /&gt;
&lt;br /&gt;
* Black out your character to see if they have a &#039;&#039;&#039;unique, recognizable silhouette&#039;&#039;&#039;. Try drawing them in different positions to see if they can retain their uniqueness.&lt;br /&gt;
* &#039;&#039;&#039;Keep it simple&#039;&#039;&#039;: Can you draw a crude yet recognizable version of your character within 30 seconds? How about after you haven&#039;t looked at them for a day?&lt;br /&gt;
* Let your &#039;&#039;&#039;influences inform your character&#039;s design&#039;&#039;&#039;: Where does your character come from? Do they prefer functional or extravagant clothing? Are they sloppy? There are many ways to convey character visually. If your intuition fails you, research various ideas and aesthetics until you find what you wanted to do all along.&lt;br /&gt;
&lt;br /&gt;
=== Animation, expression and posture ===&lt;br /&gt;
Remember that Weissblatt&#039;s characters are &#039;&#039;designed to be animated. You&#039;re going to need to draw this character many, many times:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Get a clear idea for how to break your character down into simple shapes like cubes, cones spheres or tubes and how to maintain consistent proportions.&lt;br /&gt;
&lt;br /&gt;
* Provide guidelines for posture and expressions of your character. Define how they act and not just how they look.&lt;br /&gt;
&lt;br /&gt;
== Types of characters ==&lt;br /&gt;
&lt;br /&gt;
=== Furry Characters ===&lt;br /&gt;
&#039;&#039;Furry characters&#039;&#039; or &#039;&#039;Furries&#039;&#039; are planet Weissblatt&#039;s equivalent to humans - they are (usually) bipedal and act and talk in a human-like manner. The average adult male furry (such as [[Kleene Cognara]] or [[Dr. Roy Asura]]) is 1m tall, although this is an average and not a rule (e.g. [[Babel Memto]] is only 60cm tall due to being a mole). Females are naturally slightly shorter than males (~90 - 95cm, such as [[Elise Cantor]]).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Furry characters follow the [[wikipedia:Rubber_hose_animation|rubber hose style]].&#039;&#039;&#039; Their torsos are usually constructed from &amp;quot;Disney beans&amp;quot; - bean-like shapes made from two spheres (one for the shoulders and one for the pelvis). An adult furry&#039;s height is usually proportioned as three heads tall for illustrations (such as comic books or cutscenes) and two heads tall for toonier depicitions such as in-game sprites and playable 3D models.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are no (natural) humans on planet Weissblatt.&#039;&#039;&#039; Instead each furry is given features of a specific species to communicate their character. When designing a character, ask yourself: &#039;&#039;What does it tell the audience&#039;&#039; when character X is a Fox/Elephant/Lizard/etc.? As the line between human and non-human species can be blurry across fantasy media, we provided a guide as to what species are generally appropriate for furries:&lt;br /&gt;
[[File:Anthro-scale.png|thumb|Species guide for Weissblatt, ordered by likeness to humans vs. animals.]]&lt;br /&gt;
Cross-species transformations are currently undecided:&lt;br /&gt;
&lt;br /&gt;
* Natural/intuitive transformations (such as a worm character turning into a butterfly upon enlightenment) are fine.&lt;br /&gt;
* (TBA)&lt;br /&gt;
&lt;br /&gt;
==== WIP notes ====&lt;br /&gt;
 - Bipedal rubberhose Characters (ex: Chimera)&lt;br /&gt;
 -&amp;gt; Species is derived from character (Aesop)&lt;br /&gt;
 -&amp;gt;&amp;gt; &#039;&#039;Intuition is key. Make their themes readable&#039;&#039;&lt;br /&gt;
 -&amp;gt; Body shapes may vary.&lt;br /&gt;
 &#039;&#039;-&amp;gt;&amp;gt;Keep your characters unique and interesting&#039;&#039;&lt;br /&gt;
 - Spirits are feral&lt;br /&gt;
 - Feral animals allowed.&lt;br /&gt;
&lt;br /&gt;
 - Character Carnivores allowed*&lt;br /&gt;
 -&amp;gt; Cross-species characters: Cannibalism&lt;br /&gt;
 -&amp;gt; Feral animals: Animal cruelty (, phrenology?)&lt;br /&gt;
 -&amp;gt; Delfid: Soul of deceased must be honored.&lt;br /&gt;
&lt;br /&gt;
=== Feral characters ===&lt;br /&gt;
Feral characters are more animal-like - they generally also look and act like animals.&lt;br /&gt;
&lt;br /&gt;
Spirits are (visually speaking) feral characters.&lt;br /&gt;
&lt;br /&gt;
Weissblatt character are&lt;br /&gt;
&lt;br /&gt;
== Drawing sprites ==&lt;br /&gt;
Weissblatt - The Asura incident follows a consistent texture scale of 64px == 64 [[Fracunit|Fracunits]] == 1m in-game (although some maps may scale some textures differently for visual effect).&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Anthro-scale.png&amp;diff=210</id>
		<title>File:Anthro-scale.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Anthro-scale.png&amp;diff=210"/>
		<updated>2026-01-17T19:04:27Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Guiding scale of (non-)humanness for Weissblatt&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=209</id>
		<title>Guide:Character Design</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Character_Design&amp;diff=209"/>
		<updated>2026-01-17T14:07:04Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Created page with &amp;quot;On this page you can learn some basics for designing characters that feel appropriate to Weissblatt&amp;#039;s style.  == Basics == If there is one guiding principle to follow during character design, it&amp;#039;s that &amp;#039;&amp;#039;&amp;#039;audience perception is key.&amp;#039;&amp;#039;&amp;#039; Make sure that your characters are unique and intuitively communicate a clear concept (ideally) from their appearance alone. Some helpful tips may include:  * Black out your character to see if they have a &amp;#039;&amp;#039;&amp;#039;unique, recognizable silhouett...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you can learn some basics for designing characters that feel appropriate to Weissblatt&#039;s style.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
If there is one guiding principle to follow during character design, it&#039;s that &#039;&#039;&#039;audience perception is key.&#039;&#039;&#039; Make sure that your characters are unique and intuitively communicate a clear concept (ideally) from their appearance alone. Some helpful tips may include:&lt;br /&gt;
&lt;br /&gt;
* Black out your character to see if they have a &#039;&#039;&#039;unique, recognizable silhouette&#039;&#039;&#039;. Try drawing them in different positions to see if they can retain their uniqueness.&lt;br /&gt;
* &#039;&#039;&#039;Keep it simple&#039;&#039;&#039;: Can you draw a crude yet recognizable version of your character within 30 seconds? How about after you haven&#039;t looked at them for a day?&lt;br /&gt;
* Let your &#039;&#039;&#039;influences inform your character&#039;s design&#039;&#039;&#039;: Where does your character come from? Do they prefer functional or extravagant clothing? Are they sloppy? There are many ways to convey character visually. If your intuition fails you, research various ideas and aesthetics until you find what you wanted to do all along.&lt;br /&gt;
&lt;br /&gt;
=== Animation, expression and posture ===&lt;br /&gt;
Remember that Weissblatt&#039;s characters are &#039;&#039;designed to be animated. You&#039;re going to need to draw this character many, many times:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Get a clear idea for how to break your character down into simple shapes like cubes, cones spheres or tubes and how to maintain consistent proportions.&lt;br /&gt;
&lt;br /&gt;
* Provide guidelines for posture and expressions of your character. Define how they act and not just how they look.&lt;br /&gt;
&lt;br /&gt;
== Types of characters ==&lt;br /&gt;
&lt;br /&gt;
=== Furries ===&lt;br /&gt;
Furries are planet Weissblatt&#039;s equivalent to humans - they are (usually) bipedal and act and talk in a human-like manner. &#039;&#039;&#039;There are no (natural) humans on planet Weissblatt.&#039;&#039;&#039; As the line between human and non-human characters can be blurred within fantasy media, we provided a guide as to what species are generally appropriate for furries:&lt;br /&gt;
&lt;br /&gt;
When deciding on a species for your character, follow their personality and background. This doesn&#039;t have to be a canonical reason - it may also be to evoke e.g. historical or mythological ideas. But ask yourself: &#039;&#039;What does it tell the audience&#039;&#039; when character X is a Fox/Elephant/Lizard/etc.?&lt;br /&gt;
&lt;br /&gt;
Cross-species transformations are currently undecided:&lt;br /&gt;
&lt;br /&gt;
* Natural/intuitive transformations (such as a worm character turning into a butterfly upon enlightenment) are fine.&lt;br /&gt;
* (TBA)&lt;br /&gt;
&lt;br /&gt;
Furry characters follow the [[wikipedia:Rubber_hose_animation|rubber hose style]]. Their torsos are usually constructed from &amp;quot;Disney beans&amp;quot; - bean-like shapes made from two spheres (one for the shoulders and one for the pelvis). An adult furry character&#039;s height is usually proportioned as three heads tall for illustrations and two heads tall for toonier depicitions such as in-game sprites and playable 3D models.&lt;br /&gt;
&lt;br /&gt;
==== WIP notes ====&lt;br /&gt;
 - Bipedal rubberhose Characters (ex: Chimera)&lt;br /&gt;
 -&amp;gt; Species is derived from character (Aesop)&lt;br /&gt;
 -&amp;gt;&amp;gt; &#039;&#039;Intuition is key. Make their themes readable&#039;&#039;&lt;br /&gt;
 -&amp;gt; Body shapes may vary.&lt;br /&gt;
 &#039;&#039;-&amp;gt;&amp;gt;Keep your characters unique and interesting&#039;&#039;&lt;br /&gt;
 - Spirits are feral&lt;br /&gt;
 - Feral animals allowed.&lt;br /&gt;
&lt;br /&gt;
 - Character Carnivores allowed*&lt;br /&gt;
 -&amp;gt; Cross-species characters: Cannibalism&lt;br /&gt;
 -&amp;gt; Feral animals: Animal cruelty (, phrenology?)&lt;br /&gt;
 -&amp;gt; Delfid: Soul of deceased must be honored.&lt;br /&gt;
&lt;br /&gt;
=== Feral characters ===&lt;br /&gt;
Feral characters are more animal-like - they generally also look and act like animals.&lt;br /&gt;
&lt;br /&gt;
Spirits are (visually speaking) feral characters.&lt;br /&gt;
&lt;br /&gt;
Weissblatt character are&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Guide:Animation&amp;diff=208</id>
		<title>Guide:Animation</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Guide:Animation&amp;diff=208"/>
		<updated>2026-01-17T13:11:35Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Tips and Tricks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Twelve Principles of Animation ==&lt;br /&gt;
[[wikipedia:Twelve_basic_principles_of_animation|Twelve basic principles of animation]] is a book written by early Walt Disney animators Frank Thomas and Ollie Johnston. It outlines twelve general principles which are regarded as fundamental among animators.&lt;br /&gt;
&lt;br /&gt;
To save you a lengthy, complicated explanation of each of these, here&#039;s a useful educational video by Alan Becker: https://www.youtube.com/watch?v=uDqjIdI4bF4&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Squash and Stretch&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Anticipation&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Staging&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Straight-Ahead and Pose-to-Pose&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Follow-Through and overlapping action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Slow-In and Slow-Out&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Arcs&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Secondary Action&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Timing&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Exaggeration&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Solid Drawing&#039;&#039;&#039;&lt;br /&gt;
# &#039;&#039;&#039;Appeal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Animating for Weissblatt ==&lt;br /&gt;
&lt;br /&gt;
=== Doom Sprite animation system ===&lt;br /&gt;
Weissblatt&#039;s sprite animation system works by appending a &#039;&#039;frame&#039;&#039; and an &#039;&#039;angle&#039;&#039; to the name of your sprite&#039;s lump name. For example, the animation &amp;lt;code&amp;gt;WALK&amp;lt;/code&amp;gt; may consist of the frames &amp;lt;code&amp;gt;WALKA0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WALKB0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;WALKC0&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;WALKD0&amp;lt;/code&amp;gt;. The frame is determined by a letter A to Z, while the angle is determined by a number.&lt;br /&gt;
&lt;br /&gt;
Any sprite may be assigned to one or two frame-angle-pairs. When a second frame-angle pair is given, it will be displayed by horizontally flipping the sprite along it&#039;s offset. For example a single sprite may be called &amp;lt;code&amp;gt;WALKA3A7&amp;lt;/code&amp;gt; to be used as both a left-facing and a right facing sprite.&lt;br /&gt;
&lt;br /&gt;
The following table explains how the angle numbers are assigned:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Sprite angle system&lt;br /&gt;
|&#039;&#039;&#039;A4&#039;&#039;&#039;&lt;br /&gt;
(Back-Left diagonal)&lt;br /&gt;
|AC&lt;br /&gt;
|&#039;&#039;&#039;A5&#039;&#039;&#039;&lt;br /&gt;
(Back)&lt;br /&gt;
|AD&lt;br /&gt;
|&#039;&#039;&#039;A6&#039;&#039;&#039;&lt;br /&gt;
(Back-Right diagonal)&lt;br /&gt;
|-&lt;br /&gt;
|AB&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; rowspan=&amp;quot;3&amp;quot; |&#039;&#039;&#039;A0&#039;&#039;&#039;&lt;br /&gt;
(Billboarding)&lt;br /&gt;
|AE&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A3/AL&#039;&#039;&#039;&lt;br /&gt;
(Left)&lt;br /&gt;
|&#039;&#039;&#039;A7/AR&#039;&#039;&#039;&lt;br /&gt;
(Right)&lt;br /&gt;
|-&lt;br /&gt;
|AA&lt;br /&gt;
|AF&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A2&#039;&#039;&#039;&lt;br /&gt;
(Front-Left diagonal)&lt;br /&gt;
|A9&lt;br /&gt;
|&#039;&#039;&#039;A1&#039;&#039;&#039;&lt;br /&gt;
(Front)&lt;br /&gt;
|AG&lt;br /&gt;
|&#039;&#039;&#039;A8&#039;&#039;&#039;&lt;br /&gt;
(Front-Right diagonal)&lt;br /&gt;
|}&lt;br /&gt;
Sprites can be defined in multiple modes, depending on which angle is loaded last missing frames will result in an error:&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;A0 mode&#039;&#039;&#039;: Only an A0 angle is defined and the sprite is billboarded. This is usually used by decorative objects.&lt;br /&gt;
# &#039;&#039;&#039;Left-Right mode&#039;&#039;&#039;: Only the angles AL and AR are defined. The sprite will always be facing either left or right, akin to a 2D game.&lt;br /&gt;
# &#039;&#039;&#039;Eight-Angle mode&#039;&#039;&#039;: Angles A1 to A8 are required. This is the mode used by most characters and enemies.&lt;br /&gt;
# &#039;&#039;&#039;Sixteen-Angle mode&#039;&#039;&#039;: Angles A1 to AG are required. This is used by the 8 ball.&lt;br /&gt;
&lt;br /&gt;
=== Tips and Tricks ===&lt;br /&gt;
&lt;br /&gt;
# Be sure to animate a good sketch first - it&#039;s easier to clean up when stuff goes wrong.&lt;br /&gt;
# Stage animations to be &#039;&#039;readable&#039;&#039; and &#039;&#039;express character.&#039;&#039; Viewers won&#039;t notice a little cheat to do so.&lt;br /&gt;
# Players are more likely to look at individual animations than full turnarounds. Focus on making good-looking animations first and then adjust them to look good from all sides.&lt;br /&gt;
# Most of the time there&#039;s no space for inbetweens. Focus on good key poses and breakdowns.&lt;br /&gt;
# Sometimes, the engine may play animations at different speeds. Consider the amount of frames in an animation as more important than the actual time. (This is contrary to how most film animation works.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Guide]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=207</id>
		<title>Elise Cantor</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=207"/>
		<updated>2026-01-15T23:25:06Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Character|name=Elise Cantor|species=Swan-Stork mix,Robot|gender=female-coded|affiliation=[[Volunteers]]|color=Teal|birthdate=1988 WBC (Body), Mental age: 24|image=Elise-Cantor.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elise Cantor&#039;&#039;&#039; is an AI swan-stork-mix musician and one of the main playable characters of [[The Asura Incident]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Elise usually presents as a teal swan-stork mix, with her body being projected out from her helmet. Her helmet is a mixture between an [[wikipedia:Armet|Armet]] and  a [[wikipedia:Pickelhaube|Pickelhaube]] with speakers in place of the visor&#039;s hinges and a lamp on top of it&#039;s prick, giving it the appearance of an antenna. Her holographic body provides just enough solidity to serve as a means of transport and physical expression, such as dancing. Despite her beak, Elise speaks mainly from her helmet&#039;s speakers.&lt;br /&gt;
&lt;br /&gt;
When in her enlightened form &#039;&#039;supreme Elise&#039;&#039;, her helmet turns golden with both her helmet and her hologram gaining wings. Her bow tie is also replaced with a pearl-based brooch.&lt;br /&gt;
&lt;br /&gt;
Since her helmet lacks persistent storage, she may occasionally lay &amp;quot;Zip Eggs&amp;quot; containing a snapshot of her AI. This process is extremely exhausting to Elise, usually requiring a reboot afterwards using the freshly-laid egg.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Elise was built by [[Kleene Cognara]] at the age of 16 during a night of black-out-drunk hardware hacking. Although initially built to alleviate Kleene&#039;s loneliness, Elise eventually deduced that her objective to create love had outgrown Kleene and that more people across the world needed her. She discovered a fascination for music and performs as &amp;quot;ELI5E&amp;quot;, an idol spcialising in Jazz and electronica, trying to touch as many hearts as she can with her music and stage persona. In private, she still largely sticks by Kleene&#039;s side, both for maintenance as well as their relationship.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Elise-and-spirits.png|thumb|Conccept art of Elise Cantor tending a spirit]]&lt;br /&gt;
[[File:Elise Cantor refsheet.png|thumb|Model Sheet for Elise]]&lt;br /&gt;
[[File:Supreme Elise refsheet.png|thumb|Model Sheet for &#039;&#039;Supreme Elise,&#039;&#039; her enlightened form.]]&lt;br /&gt;
[[File:Elise and Kleene.png|thumb|Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Alongside [[Kleene Cognara]] and [[Babel Memto]], Elise was inspired by [[wikipedia:Muses|the three (original) muses from greek mythology]], with Elise representing the artistic/musical aspect.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s last name simultaneously means &amp;quot;singer&amp;quot; in Latin. It&#039;s also is a reference to [[wikipedia:Georg_Cantor|Georg Cantor]], a german mathematician known his work on mathematical infinity.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s musical preference for electronic music and jazz was inspired by the creatively liberal cultures around [[wikipedia:Vocaloid|Vocaloid]] and jazz music respectively, with her character design being inspired by orchestra conductors, [https://snk.fandom.com/wiki/Charlotte_Christine_de_Colde Charlotte Christine de Colde] and [[wikipedia:Hatsune_Miku|Hatsune Miku]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Elise-and-spirits.png&amp;diff=206</id>
		<title>File:Elise-and-spirits.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Elise-and-spirits.png&amp;diff=206"/>
		<updated>2026-01-15T23:24:20Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Concept art of Elise Cantor and a spirit&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Elise-Cantor.png&amp;diff=205</id>
		<title>File:Elise-Cantor.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Elise-Cantor.png&amp;diff=205"/>
		<updated>2026-01-15T23:12:28Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Nyamoru uploaded a new version of File:Elise-Cantor.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Sample picture of Elise Cantor&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=204</id>
		<title>Elise Cantor</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=204"/>
		<updated>2026-01-14T13:09:33Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Character|name=Elise Cantor|species=Swan-Stork mix,Robot|gender=female-coded|affiliation=[[Volunteers]]|color=Teal|birthdate=1988 WBC (Body), Mental age: 24|image=Elise-Cantor.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elise Cantor&#039;&#039;&#039; is an AI swan-stork-mix musician and one of the main playable characters of [[The Asura Incident]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Elise usually presents as a teal swan-stork mix, with her body being projected out from her helmet. Her helmet is a mixture between an [[wikipedia:Armet|Armet]] and  a [[wikipedia:Pickelhaube|Pickelhaube]] with speakers in place of the visor&#039;s hinges and a lamp on top of it&#039;s prick, giving it the appearance of an antenna. Her holographic body provides just enough solidity to serve as a means of transport and physical expression, such as dancing. Despite her beak, Elise speaks mainly from her helmet&#039;s speakers.&lt;br /&gt;
&lt;br /&gt;
When in her enlightened form &#039;&#039;supreme Elise&#039;&#039;, her helmet turns golden with both her helmet and her hologram gaining wings. Her bow tie is also replaced with a pearl-based brooch.&lt;br /&gt;
&lt;br /&gt;
Since her helmet lacks persistent storage, she may occasionally lay &amp;quot;Zip Eggs&amp;quot; containing a snapshot of her AI. This process is extremely exhausting to Elise, usually requiring a reboot afterwards using the freshly-laid egg.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Elise was built by [[Kleene Cognara]] at the age of 16 during a night of black-out-drunk hardware hacking. Although initially built to alleviate Kleene&#039;s loneliness, Elise eventually deduced that her objective to create love had outgrown Kleene and that more people across the world needed her. She discovered a fascination for music and performs as &amp;quot;ELI5E&amp;quot;, an idol spcialising in Jazz and electronica, trying to touch as many hearts as she can with her music and stage persona. In private, she still largely sticks by Kleene&#039;s side, both for maintenance as well as their relationship.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Elise-Cantor.png|thumb|Concept art of Elise tending some spirits]][[File:Elise Cantor refsheet.png|thumb|Model Sheet for Elise]]&lt;br /&gt;
[[File:Supreme Elise refsheet.png|thumb|Model Sheet for &#039;&#039;Supreme Elise,&#039;&#039; her enlightened form.]]&lt;br /&gt;
[[File:Elise and Kleene.png|thumb|Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Alongside [[Kleene Cognara]] and [[Babel Memto]], Elise was inspired by [[wikipedia:Muses|the three (original) muses from greek mythology]], with Elise representing the artistic/musical aspect.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s last name simultaneously means &amp;quot;singer&amp;quot; in Latin. It&#039;s also is a reference to [[wikipedia:Georg_Cantor|Georg Cantor]], a german mathematician known his work on mathematical infinity.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s musical preference for electronic music and jazz was inspired by the creatively liberal cultures around [[wikipedia:Vocaloid|Vocaloid]] and jazz music respectively, with her character design being inspired by orchestra conductors, [https://snk.fandom.com/wiki/Charlotte_Christine_de_Colde Charlotte Christine de Colde] and [[wikipedia:Hatsune_Miku|Hatsune Miku]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=203</id>
		<title>Elise Cantor</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Elise_Cantor&amp;diff=203"/>
		<updated>2026-01-14T13:08:04Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Character|name=Elise Cantor|species=Swan-Stork mix,Robot|gender=female-coded|affiliation=[[Volunteers]]|color=Teal|birthdate=1988 WBC (Body), Mental age: 24|image=Elise-Cantor.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elise Cantor&#039;&#039;&#039; is an AI swan-stork-mix musician and one of the main playable characters of [[The Asura Incident]].&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Elise usually presents as a teal swan-stork mix, with her body being projected out from her helmet. Her helmet is a mixture between an [[wikipedia:Armet|Armet]] and  a [[wikipedia:Pickelhaube|Pickelhaube]] with speakers in place of the visor&#039;s hinges and a lamp on top of it&#039;s prick, giving it the appearance of an antenna. Her holographic body provides just enough solidity to serve as a means of transport and physical expression, such as dancing. Despite her beak, Elise speaks mainly from her helmet&#039;s speakers.&lt;br /&gt;
&lt;br /&gt;
When in her enlightened form &#039;&#039;supreme Elise&#039;&#039;, her helmet turns golden with both her helmet and her hologram gaining wings. Her bow tie is also replaced with a pearl-based brooch.&lt;br /&gt;
&lt;br /&gt;
Since her helmet lacks persistent storage, she may occasionally lay &amp;quot;Zip Eggs&amp;quot; containing a snapshot of her AI. This process is extremely exhausting to Elise, usually requiring a reboot afterwards using the freshly-laid egg.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Elise was built by [[Kleene Cognara]] at the age of 16 during a night of black-out-drunk hardware hacking. Although initially built to alleviate Kleene&#039;s loneliness, Elise eventually deduced that her objective to create love had outgrown Kleene and that more people across the world needed her. She discovered a fascination for music and performs as &amp;quot;ELI5E&amp;quot;, an idol spcialising in Jazz and electronica, trying to touch as many hearts as she can with her music and stage persona. In private, she still largely sticks by Kleene&#039;s side, both for maintenance as well as their relationship.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Elise Cantor refsheet.png|thumb|Model Sheet for Elise]]&lt;br /&gt;
[[File:Supreme Elise refsheet.png|thumb|[[File:Elise-Cantor.png|thumb|Concept art of Elise tending some spirits]]Model Sheet for &#039;&#039;Supreme Elise,&#039;&#039; her enlightened form.]]&lt;br /&gt;
[[File:Elise and Kleene.png|thumb|Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Alongside [[Kleene Cognara]] and [[Babel Memto]], Elise was inspired by [[wikipedia:Muses|the three (original) muses from greek mythology]], with Elise representing the artistic/musical aspect.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s last name simultaneously means &amp;quot;singer&amp;quot; in Latin. It&#039;s also is a reference to [[wikipedia:Georg_Cantor|Georg Cantor]], a german mathematician known his work on mathematical infinity.&lt;br /&gt;
&lt;br /&gt;
Elise&#039;s musical preference for electronic music and jazz was inspired by the creatively liberal cultures around [[wikipedia:Vocaloid|Vocaloid]] and jazz music respectively, with her character design being inspired by orchestra conductors, [https://snk.fandom.com/wiki/Charlotte_Christine_de_Colde Charlotte Christine de Colde] and [[wikipedia:Hatsune_Miku|Hatsune Miku]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Kleene_Cognara&amp;diff=202</id>
		<title>Kleene Cognara</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Kleene_Cognara&amp;diff=202"/>
		<updated>2026-01-14T13:06:41Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Character&lt;br /&gt;
|name=Kleene Cognara&lt;br /&gt;
|species=Beaver&lt;br /&gt;
|gender=Male&lt;br /&gt;
|affiliation=[[Volunteers]]&lt;br /&gt;
|color=Sangria&lt;br /&gt;
|birthdate=1972 WBC&lt;br /&gt;
|image=Kleene-Cognara.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kleene Cognara&#039;&#039;&#039; is one of the main playable characters of [[The Asura Incident]]. He&#039;s an inventive, yet practically-oriented beaver engineer who can use his self-built jet-boosted clothing to fly for short periods of time.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
Kleene is a red beaver with an interest in engineering and a mostly utilitarian mindset. He wears mostly functional clothing, including scrappy self-built machinery with which he can fly around for short periods of time.&lt;br /&gt;
&lt;br /&gt;
Although curious and open about experimenting with technology, he prefers to remain practical. He is easily annoyed by bad design and will quickly throw together scrappy prototypes to test out whatever ideas he can come up with as soon as possible. Occasionally he may ramble or scribble onto his PDA to create more ideas he can&#039;t build yet.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
From a young age Kleene was curious about mechanics and would frequently destroy or disassemble toys to figure out how they work. This fascination led him to pursue mechanical engineering, driven by a dream of one day understanding the unconventional mechanics behind toys built and designed by [[Patsy Toyfeller]]. His studies led him to befriend [[Babel Memto]].&lt;br /&gt;
&lt;br /&gt;
Sexually frustrated at the age of 16, Kleene built [[Elise Cantor]] during a night of black-out-drunk garage hacking. Ever since building Elise, Kleene claims to be unable to replicate her, both due to outdated parts as well as lack of documentation and memory creating her. After Elise helped recover Kleene&#039;s mental state and developed autonomy, he let her go out of a growing sense of responsibility.&lt;br /&gt;
&lt;br /&gt;
Years later, as he was on [[Stella Mountain]] alongside Elise and Babel testing an ancient flight machine design by [[Marco Vinci]] the three of them were struck down by [[Dr. Roy Asura|Dr. Asura]], whom had just escaped the destruction of [[Delfid]].&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Kleene refsheet.png|thumb|Model sheet for Kleene Cognara]]&lt;br /&gt;
[[File:Kleene Cognara with cube.png.png|thumb|Four-Panel concept comic showcasing Kleene&#039;s character]]&lt;br /&gt;
[[File:Elise and Kleene.png|thumb|Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene]]&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
Alongside [[Elise Cantor]] and [[Babel Memto]], Kleene was inspired by [[wikipedia:Muses|the three (original) muses from greek mythology]], with Kleene representing the scientific aspect.&lt;br /&gt;
&lt;br /&gt;
Kleene&#039;s first name is a reference to [[wikipedia:Stephen_Cole_Kleene|Stephen Cole Kleene]], an american mathematician known for inventing [[wikipedia:Regular_expression|regular expressions]].&lt;br /&gt;
&lt;br /&gt;
Kleene&#039;s character was mainly inspired by maker and hacker culture, in particular the [https://medium.com/@bre/the-cult-of-done-manifesto-724ca1c2ff13 Cult of Done manifesto]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Elise_and_Kleene.png&amp;diff=201</id>
		<title>File:Elise and Kleene.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Elise_and_Kleene.png&amp;diff=201"/>
		<updated>2026-01-14T13:06:25Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elise and Kleene flying together. Used by the character selection option for Elise &amp;amp; Kleene&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Frozen_Record&amp;diff=200</id>
		<title>Frozen Record</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Frozen_Record&amp;diff=200"/>
		<updated>2025-10-21T21:39:58Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept draft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Frozen Record&#039;&#039; is a militarized library located at the polar caps of [[Planet Weissblatt]]. It served as an archive of worldly knowledge - particularly as backup for [[Delfid]]. During [[The Asura Incident]] it is caught in a struggle between volunteers and demons.&lt;br /&gt;
&lt;br /&gt;
== Concept draft ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Frozen Record Zone&lt;br /&gt;
&lt;br /&gt;
**Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
**Mapper**: NONE  &lt;br /&gt;
**Canon**: Delfid  &lt;br /&gt;
**Placement**: Phase 1&lt;br /&gt;
&lt;br /&gt;
## Lore&lt;br /&gt;
&lt;br /&gt;
Delfid knew it was not to last, which is why it&#039;s citizens sought to preserve it&#039;s wisdom and culture on planet Weissblatt. This gigantic library located around the polar caps serves as a record of all but it&#039;s most recent discoveries and now that the orbital city is no more, it remains the last. Previously guarded to preserve it&#039;s accuracy, the opening of the *Crystal Clockworld* has rendered even the strongest defenses futile against the flood of incoming demons and volunteers. One has to wonder what drives everyone to flock to this library, whether they seek to preserve, to share, to revise or to destroy it&#039;s recordings.&lt;br /&gt;
&lt;br /&gt;
## Author&#039;s Notes&lt;br /&gt;
&lt;br /&gt;
You can think of FRZ as a hybrid ice/library/military map. Somewhere between the Great Library of Alexandria and Shadow Moses Island. Stealth mechanics, turrets and such are a natural here.&lt;br /&gt;
&lt;br /&gt;
## Themes/Aesthetics&lt;br /&gt;
&lt;br /&gt;
- Arctic&lt;br /&gt;
- Militarized&lt;br /&gt;
- Library (inside)&lt;br /&gt;
- Stealth gameplay&lt;br /&gt;
&lt;br /&gt;
## Elements&lt;br /&gt;
&lt;br /&gt;
- Shield guard w/ fixed paths&lt;br /&gt;
- (Lancer guards)&lt;br /&gt;
- Turrets&lt;br /&gt;
- Elemental shields&lt;br /&gt;
- Ice physics&lt;br /&gt;
- Snow physics&lt;br /&gt;
- Crystal shard hunt&lt;br /&gt;
&lt;br /&gt;
## Ideas&lt;br /&gt;
&lt;br /&gt;
### Act 1&lt;br /&gt;
&lt;br /&gt;
- Act 1 for infiltration, Act 2 for exploration&lt;br /&gt;
- Include a frosty cave with ice water sections, requiring elemental shields to pass (Ghostenks)&lt;br /&gt;
&lt;br /&gt;
### Act 2&lt;br /&gt;
&lt;br /&gt;
- Structure the inside of the facility like a tower/silo around a giant rosetta stone-like structure (PixL)&lt;br /&gt;
- Labyrinth to expand on the stealth mechanics&lt;br /&gt;
&lt;br /&gt;
## Sequence&lt;br /&gt;
&lt;br /&gt;
### Act 1&lt;br /&gt;
&lt;br /&gt;
1. Player is placed under the open polar-lit sky, stepping through snow&lt;br /&gt;
2. Player sees a snow-covered entrance to the base, guarded by a turret behind a fence&lt;br /&gt;
3. Player escapes into a nearby cave&lt;br /&gt;
4. Player slips on some ice inside the cave and discovers some ice water ponds (+maybe an elemental shield)&lt;br /&gt;
5. Player eventually enters a broken canal by breaking some ice -&amp;gt; ice water slowly drains gems&lt;br /&gt;
6. Player exits the canal behind the building; covered by some crates&lt;br /&gt;
- Player must pass hallway patrolled by shield guards&lt;br /&gt;
- Player is attacked by vertical cannons&lt;br /&gt;
- Player must squeeze along the narrow outside of the compound&lt;br /&gt;
99. Player sneaks through the snow-covered courtyard past the turret and into the inside of the building&lt;br /&gt;
&lt;br /&gt;
### Act 2&lt;br /&gt;
&lt;br /&gt;
1. Player starts inside of an elevator, moving downwards&lt;br /&gt;
2. Player encounters a giant rosetta stone-like structure connecting multiple rooms&lt;br /&gt;
   - Player encounters patrolling guards and tries to avoid them&lt;br /&gt;
     - Climbs on top of bookshelves to avoid them&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=199</id>
		<title>Babel Memto</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=199"/>
		<updated>2025-09-22T12:51:36Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox character|name=Babel Memto|species=Mole|color=green|gender=male|image=Babel-Memto.png|height=60cm}}&lt;br /&gt;
&lt;br /&gt;
{{Character|image=Babel-Memto.png|species=Mole|gender=Male|color=Island (Green)|affiliation=Volunteer|name=Babel Memto}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Babel Memto&#039;&#039; is a playable Character in [[The Asura Incident]]. Alongside [[Elise Cantor]] and [[Kleene Cognara]], he is one of the three main characters of the game.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Babel is a mole librarian with an interest in history and old trashy movies, of which he keeps a personal archive which he regularly screens as a hobby. He is able to climb, swim and glide for, which leads him down unconventional paths when moving around the terrain.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Babel Refsheet.png|thumb|Model Sheet for Babel Memto]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=File:Babel-Memto.png&amp;diff=198</id>
		<title>File:Babel-Memto.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=File:Babel-Memto.png&amp;diff=198"/>
		<updated>2025-09-22T12:50:54Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: Character select picture for Babel Memto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Character select picture for Babel Memto&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=197</id>
		<title>Babel Memto</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=197"/>
		<updated>2025-09-22T12:50:08Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox character|name=Babel Memto|species=Mole|color=green|gender=male|image=Babel-Memto.png|height=60cm}}&lt;br /&gt;
&lt;br /&gt;
{{Character|image=Babel-Memto.png|species=Mole|gender=Male|color=Island (Green)|affiliation=Volunteer}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Babel Memto&#039;&#039; is a playable Character in [[The Asura Incident]]. Alongside [[Elise Cantor]] and [[Kleene Cognara]], he is one of the three main characters of the game.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Babel is a mole librarian with an interest in history and old trashy movies, of which he keeps a personal archive which he regularly screens as a hobby. He is able to climb, swim and glide for, which leads him down unconventional paths when moving around the terrain.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Babel Refsheet.png|thumb|Model Sheet for Babel Memto]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=196</id>
		<title>Babel Memto</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Babel_Memto&amp;diff=196"/>
		<updated>2025-09-22T12:47:39Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox character|name=Babel Memto|species=Mole|color=green|gender=male|image=Babel-Memto.png|height=60cm}}&#039;&#039;Babel Memto&#039;&#039; is a playable Character in [[The Asura Incident]]. Alongside [[Elise Cantor]] and [[Kleene Cognara]], he is one of the three main characters of the game.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
Babel is a mole librarian with an interest in history and old trashy movies, of which he keeps a personal archive which he regularly screens as a hobby. He is able to climb, swim and glide for, which leads him down unconventional paths when moving around the terrain.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
[[File:Babel Refsheet.png|thumb|Model Sheet for Babel Memto]]&lt;br /&gt;
[[Category:Character]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=195</id>
		<title>The Underworld</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=195"/>
		<updated>2025-09-05T20:05:15Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Underworld&#039;&#039;&#039; is the domain of Demons .&lt;br /&gt;
= Zones =&lt;br /&gt;
 # The Underworld&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
 **Mapper**: NONE  &lt;br /&gt;
 **Canon**: Delfid  &lt;br /&gt;
 **Placement**: Phase 3 (race against MARA &amp;amp; final boss)&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 After being chased and confronted by our heroes, Mara pulls them into the underworld where it is uncovered that Mara has been possessed by none other&lt;br /&gt;
 than the king of demons himself. These winding, non-euclidean caves being&lt;br /&gt;
 the home domain of the demons, their absurd, alien structure appears&lt;br /&gt;
 inherently hostile to any non-demonic visitors.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 May contain traces of *Crystal Clockworld*, if we end up making that one.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 - Abstract shapes&lt;br /&gt;
 - Optical illusion and disorientation&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 - Roses &amp;amp; Brambles&lt;br /&gt;
 - Gothic influences&lt;br /&gt;
 - &amp;quot;Eclipse&amp;quot; from Berserk&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Frequent scenery change (UW99)&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 1. Player starts on a rainbow floor with an abstract, seemingly infinite skybox&lt;br /&gt;
 1. MARA dances akin to Shiva to mock the player&lt;br /&gt;
 2. Race against MARA starts&lt;br /&gt;
 x. Player jumps a couple regular obstacles, such as spikes&lt;br /&gt;
 x. Player jumps a set of sparsely-placed moving floor sections&lt;br /&gt;
 x. Player reaches another speed section with timed mechanics, requiring precise jump/roll timing&lt;br /&gt;
 x. Floor reaches end, but rainbow ceiling appears -&amp;gt; Player jumps to gravflip&lt;br /&gt;
 x. Player gravflips between more sparsely placed/moving floor/ceiling sections&lt;br /&gt;
 x. Zoom tube mask a skybox change to UW66, leading the player&#039;s rainbow floor towards ending at the UW66 platform&lt;br /&gt;
 99. Race ends on UW66 platform (END)&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 1. Intro sequence&lt;br /&gt;
    a. Player starts inside giant rosebud&lt;br /&gt;
    b. MARA is released from his puppet (jumps up and explodes)&lt;br /&gt;
    c. Outer rose petals fall away, revealing a wide cave made of soul plants w/ the re-assembled Enlightenment Crystal in the background&lt;br /&gt;
    d. Inner rosebud opens, revealing KOTU&lt;br /&gt;
 2. Boss fight against KOTU&lt;br /&gt;
 3. At pinch phase, some petals of the rosebud drop, leaving less cover to the player&lt;br /&gt;
 4. After KOTU is defeated, music cuts out and a crystal altar reaches out of the ground&lt;br /&gt;
 5. Player climbs the altar and a rumble followed by a white flash lead into the ending cutscene&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Underworld 99 ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Underworld 99&#039;&#039;&#039;, the player chases [[Shtayn|MARA]] through an interdimensional passage.&lt;br /&gt;
== Underworld 66 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underworld 66&#039;&#039;&#039; pits the player against the campaign&#039;s final boss [[Shtayn|KOTU]].&lt;br /&gt;
== Infinite Pathway==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Pathway&#039;&#039;&#039; is the 8th special stage in [[The Asura Incident]].&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=194</id>
		<title>The Underworld</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=194"/>
		<updated>2025-09-05T20:03:04Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Underworld&#039;&#039;&#039; is the domain of Demons .&lt;br /&gt;
= Zones =&lt;br /&gt;
 # The Underworld&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
 **Mapper**: NONE  &lt;br /&gt;
 **Canon**: Delfid  &lt;br /&gt;
 **Placement**: Phase 3 (race against MARA &amp;amp; final boss)&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 After being chased and confronted by our heroes, Mara pulls them into the underworld where it is uncovered that Mara has been possessed by none other&lt;br /&gt;
 than the king of demons himself. These winding, non-euclidean caves being&lt;br /&gt;
 the home domain of the demons, their absurd, alien structure appears&lt;br /&gt;
 inherently hostile to any non-demonic visitors.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 May contain traces of *Crystal Clockworld*, if we end up making that one.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 - Abstract shapes&lt;br /&gt;
 - Optical illusion and disorientation&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 - Roses &amp;amp; Brambles&lt;br /&gt;
 - Gothic influences&lt;br /&gt;
 - &amp;quot;Eclipse&amp;quot; from Berserk&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Frequent scenery change (UW99)&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 1. Player starts on a rainbow floor with an abstract, seemingly infinite skybox&lt;br /&gt;
 1. MARA dances akin to Shiva to mock the player&lt;br /&gt;
 2. Race against MARA starts&lt;br /&gt;
 x. Player jumps a couple regular obstacles, such as spikes&lt;br /&gt;
 x. Player jumps a set of sparsely-placed moving floor sections&lt;br /&gt;
 x. Player reaches another speed section with timed mechanics, requiring precise jump/roll timing&lt;br /&gt;
 x. Floor reaches end, but rainbow ceiling appears -&amp;gt; Player jumps to gravflip&lt;br /&gt;
 x. Player gravflips between more sparsely placed/moving floor/ceiling sections&lt;br /&gt;
 x. Zoom tube mask a skybox change to UW66, leading the player&#039;s rainbow floor towards ending at the UW66 platform&lt;br /&gt;
 99. Race ends on UW66 platform (END)&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 1. Intro sequence&lt;br /&gt;
    a. Player starts inside giant rosebud&lt;br /&gt;
    b. MARA is released from his puppet (jumps up and explodes)&lt;br /&gt;
    c. Outer rose petals fall away, revealing a wide cave made of soul plants w/ the re-assembled Enlightenment Crystal in the background&lt;br /&gt;
    d. Inner rosebud opens, revealing KOTU&lt;br /&gt;
 2. Boss fight against KOTU&lt;br /&gt;
 3. After KOTU is defeated, music cuts out and a crystal altar reaches out of the ground&lt;br /&gt;
 4. Player climbs the altar and a rumble followed by a white flash lead into the ending cutscene&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Underworld 99 ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Underworld 99&#039;&#039;&#039;, the player chases [[Shtayn|MARA]] through an interdimensional passage.&lt;br /&gt;
== Underworld 66 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underworld 66&#039;&#039;&#039; pits the player against the campaign&#039;s final boss [[Shtayn|KOTU]].&lt;br /&gt;
== Infinite Pathway==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Pathway&#039;&#039;&#039; is the 8th special stage in [[The Asura Incident]].&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=193</id>
		<title>Equinox Gate</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=193"/>
		<updated>2025-09-05T19:48:06Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept draft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equinox Gate&#039;&#039; is a volcano featuring a launch base built by [[Dr. Asura]]. The name is derived from it&#039;s launch base, which requires the Enlightenment Crystal to be placed inside it to function during the &#039;&#039;Equinox&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Concept draft ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Equinox Gate Zone&lt;br /&gt;
&lt;br /&gt;
**Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
**Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
**Canon**: Delfid&lt;br /&gt;
**Placement**: Phase 2&lt;br /&gt;
&lt;br /&gt;
## Lore&lt;br /&gt;
&lt;br /&gt;
Hidden inside a volcano, Dr. Asura prepared a launch base for the *Equinox*, &lt;br /&gt;
a rare alignment of Weissblatt&#039;s six moons that allows him to utilize the&lt;br /&gt;
Chakra Shards&#039; magic for his own purposes.&lt;br /&gt;
&lt;br /&gt;
After the player defeats Patsy Toyfeller during the campaign, MARA steals&lt;br /&gt;
the contract to Patsy&#039;s soul to lure them into here and use the Chakra&lt;br /&gt;
Shards to fuse Weissblatt with the underworld.&lt;br /&gt;
&lt;br /&gt;
## Author&#039;s Notes&lt;br /&gt;
&lt;br /&gt;
It&#039;s a magic tech launch base inside of a volcano. May contain traces of a&lt;br /&gt;
race against MARA, although the difficult parts should be reserved for&lt;br /&gt;
*The Underworld*. The second stage of this is intended to be the boss fight&lt;br /&gt;
against MARA, with an optional retreat of theirs into the underworld,&lt;br /&gt;
should the player have collected all seven Chakra Shards up to this point.&lt;br /&gt;
&lt;br /&gt;
## Themes/Aesthetics&lt;br /&gt;
&lt;br /&gt;
- Volcano&lt;br /&gt;
- Launch base/Sci-fi&lt;br /&gt;
- Slight dashes of tropical&lt;br /&gt;
- Hectic/Hasty gameplay&lt;br /&gt;
- Downward spiral/descent into crater&lt;br /&gt;
&lt;br /&gt;
## Elements&lt;br /&gt;
&lt;br /&gt;
- Lasers&lt;br /&gt;
- Moving bridges&lt;br /&gt;
- Lava&lt;br /&gt;
  - Pools&lt;br /&gt;
  - Falls&lt;br /&gt;
  - 8 balls&lt;br /&gt;
- Fans/Wind tunnels&lt;br /&gt;
&lt;br /&gt;
## Ideas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Sequence&lt;br /&gt;
&lt;br /&gt;
0. &amp;lt;++&amp;gt;&lt;br /&gt;
1. Player starts on the outside of the island, spotting MARA running away in the distance&lt;br /&gt;
2. Player rushes across some crumbling bridges and encounters a lava river&lt;br /&gt;
3. Player crosses the lava river using a nearby 8 ball&lt;br /&gt;
outside terrain (crumbling bridges, lava rivers) toward the ridge of the crater&lt;br /&gt;
4. Player descends through the crater using nearby safe terrain, passing wind currents from the heat below as well as some cooling units from the side of the walls&lt;br /&gt;
  - (The sections switch between crater and cave areas, w/ crater areas having an air counter for &amp;quot;heat&amp;quot;)&lt;br /&gt;
5. Towards the bottom, player is faced with laser defense systems and turrets to avoid (possibly another 8 ball section)&lt;br /&gt;
99. Player reaches the arena bottom area of the crater (end)&lt;br /&gt;
&lt;br /&gt;
## Act 2&lt;br /&gt;
&lt;br /&gt;
1. Boss fight against MARA&lt;br /&gt;
2a. (If NOT all Chakra Shards)&lt;br /&gt;
   1. Bridge raises&lt;br /&gt;
   2. player exit&lt;br /&gt;
   3. Game end&lt;br /&gt;
2b. (If all Chakra Shards)&lt;br /&gt;
   1. Volcano revealed to be a trap&lt;br /&gt;
   2. Glenz reactor activates -&amp;gt; Portal to underworld appears&lt;br /&gt;
   3. Player jumps into portal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Zone 1 ===&lt;br /&gt;
In zone 1, the player chases [[MARA]] across the volcano, first from the outside then from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Zone 2 ===&lt;br /&gt;
[[File:Glenz-reactor-concept.png|thumb|Concept art for Equinox Gate 2 titled &amp;quot;The Glenz reactor&amp;quot;]]&lt;br /&gt;
Zone 2 starts where Zone 1 left off and the player is locked inside the capsule to fight MARA.&lt;br /&gt;
&lt;br /&gt;
After MARA is defeated, the entire arena is lifted downwards to reveal a laboratory underneath. Following a tunnel reveals a reactor-like structure featurng a pitch black portal overgrown with brambles, leading the player into [[The Underworld]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=192</id>
		<title>Equinox Gate</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=192"/>
		<updated>2025-09-05T19:45:00Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept draft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equinox Gate&#039;&#039; is a volcano featuring a launch base built by [[Dr. Asura]]. The name is derived from it&#039;s launch base, which requires the Enlightenment Crystal to be placed inside it to function during the &#039;&#039;Equinox&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Concept draft ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Equinox Gate Zone&lt;br /&gt;
&lt;br /&gt;
**Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
**Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
**Canon**: Delfid&lt;br /&gt;
**Placement**: Phase 2&lt;br /&gt;
&lt;br /&gt;
## Lore&lt;br /&gt;
&lt;br /&gt;
Hidden inside a volcano, Dr. Asura prepared a launch base for the *Equinox*, &lt;br /&gt;
a rare alignment of Weissblatt&#039;s six moons that allows him to utilize the&lt;br /&gt;
Chakra Shards&#039; magic for his own purposes.&lt;br /&gt;
&lt;br /&gt;
After the player defeats Patsy Toyfeller during the campaign, MARA steals&lt;br /&gt;
the contract to Patsy&#039;s soul to lure them into here and use the Chakra&lt;br /&gt;
Shards to fuse Weissblatt with the underworld.&lt;br /&gt;
&lt;br /&gt;
## Author&#039;s Notes&lt;br /&gt;
&lt;br /&gt;
It&#039;s a magic tech launch base inside of a volcano. May contain traces of a&lt;br /&gt;
race against MARA, although the difficult parts should be reserved for&lt;br /&gt;
*The Underworld*. The second stage of this is intended to be the boss fight&lt;br /&gt;
against MARA, with an optional retreat of theirs into the underworld,&lt;br /&gt;
should the player have collected all seven Chakra Shards up to this point.&lt;br /&gt;
&lt;br /&gt;
## Themes/Aesthetics&lt;br /&gt;
&lt;br /&gt;
- Volcano&lt;br /&gt;
- Launch base/Sci-fi&lt;br /&gt;
- Slight dashes of tropical&lt;br /&gt;
- Hectic/Hasty gameplay&lt;br /&gt;
- Downward spiral/descent into crater&lt;br /&gt;
&lt;br /&gt;
## Elements&lt;br /&gt;
&lt;br /&gt;
- Lasers&lt;br /&gt;
- Moving bridges&lt;br /&gt;
- Lava&lt;br /&gt;
  - Pools&lt;br /&gt;
  - Falls&lt;br /&gt;
  - 8 balls&lt;br /&gt;
- Fans/Wind tunnels&lt;br /&gt;
&lt;br /&gt;
## Ideas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Sequence&lt;br /&gt;
&lt;br /&gt;
0. &amp;lt;++&amp;gt;&lt;br /&gt;
1. Player starts on the outside of the island, spotting MARA running away in the distance&lt;br /&gt;
2. Player rushes across some crumbling bridges and encounters a lava river&lt;br /&gt;
3. Player crosses the lava river using a nearby 8 ball&lt;br /&gt;
outside terrain (crumbling bridges, lava rivers) toward the ridge of the crater&lt;br /&gt;
4. Player descends through the crater using nearby safe terrain, passing wind currents from the heat below as well as some cooling units from the side of the walls&lt;br /&gt;
5. Towards the bottom, player is faced with laser defense systems and turrets to avoid&lt;br /&gt;
99. Player reaches the arena bottom area of the crater (end)&lt;br /&gt;
&lt;br /&gt;
## Act 2&lt;br /&gt;
&lt;br /&gt;
1. Boss fight against MARA&lt;br /&gt;
2a. (If NOT all Chakra Shards)&lt;br /&gt;
   1. Bridge raises&lt;br /&gt;
   2. player exit&lt;br /&gt;
   3. Game end&lt;br /&gt;
2b. (If all Chakra Shards)&lt;br /&gt;
   1. Volcano revealed to be a trap&lt;br /&gt;
   2. Glenz reactor activates -&amp;gt; Portal to underworld appears&lt;br /&gt;
   3. Player jumps into portal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Zone 1 ===&lt;br /&gt;
In zone 1, the player chases [[MARA]] across the volcano, first from the outside then from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Zone 2 ===&lt;br /&gt;
[[File:Glenz-reactor-concept.png|thumb|Concept art for Equinox Gate 2 titled &amp;quot;The Glenz reactor&amp;quot;]]&lt;br /&gt;
Zone 2 starts where Zone 1 left off and the player is locked inside the capsule to fight MARA.&lt;br /&gt;
&lt;br /&gt;
After MARA is defeated, the entire arena is lifted downwards to reveal a laboratory underneath. Following a tunnel reveals a reactor-like structure featurng a pitch black portal overgrown with brambles, leading the player into [[The Underworld]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Stella_Mountain&amp;diff=191</id>
		<title>Stella Mountain</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Stella_Mountain&amp;diff=191"/>
		<updated>2025-09-05T19:37:15Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stella Mountain&#039;&#039;&#039; is a mountain range on [[Planet Weissblatt]].&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
At some point during 1000 [[Planet Weissblatt#Weissblatt Calendar|WBC]], [[Shogun Yuko]] set up a secret hideout before the [[Siege on Cleron]].&lt;br /&gt;
&lt;br /&gt;
In 1999 [[Planet Weissblatt#Weissblatt Calendar|WBC]], [[Kleene Cognara]], [[Elise Cantor]] and [[Babel Memto]] were caught  in the crossfire of [[Fishbart Toyfeller|Dr. Roy Asura]] crash landing on Stella Mountain shortly after [[The Asura Incident (Scene)]].&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
 # Stella Mountain Zone&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi &lt;br /&gt;
 **Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
 **Canon**: Delfid, Yuko (referenced)&lt;br /&gt;
 **Placement**: Phase 1&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 The Marble empire has spent most of it&#039;s history isolated from the rest of planet Weissblatt&#039;s continents. This is in no small part due to *Stella Mountain*, the mountain range located at the northern isthmus of the peninsula. Although nowadays navigable and a well-known tourist spot for it&#039;s beautiful landscapes, it is said that Stella Mountain reaches so far into the sky that it frequently catches incoming shooting stars. During the Asura incident, it happened to be the chosen vacation spot of Kleene Cognara, Elise Cantor and Babel Memto right as they crash landed alongside Dr. Asura following the destruction of Delfid.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 This zone has more or less been born out of it&#039;s assets. Think of it as a Green Hill archetype with large vertical scale under a starry sky as incoming shooting stars form craters on the ground.&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Piggy Tanks&lt;br /&gt;
 - Breakable walls/floors&lt;br /&gt;
   - Crumbling floors?&lt;br /&gt;
 - Hanging Ropes&lt;br /&gt;
 - Low-gravity sections&lt;br /&gt;
 &lt;br /&gt;
 ## Ideas/Goals&lt;br /&gt;
 &lt;br /&gt;
 - Act one as simple introduction to the mechanics&lt;br /&gt;
 - Ascending geometry&lt;br /&gt;
   - non-punishing&lt;br /&gt;
   - mountain climb&lt;br /&gt;
 - Serpentine-like structure&lt;br /&gt;
 - Hidden cave w/ Equinox mural at the wall&lt;br /&gt;
 - (Meteorite impact =&amp;gt; Craters in the ground)&lt;br /&gt;
 &lt;br /&gt;
 ## Moments/Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Act 1&lt;br /&gt;
 &lt;br /&gt;
 1. Player starts on a crystal altar on an open field&lt;br /&gt;
 2. Player explores the environment and finds &amp;lt;++&amp;gt;&lt;br /&gt;
 x. Player encounters a plateau with a giant turnip&lt;br /&gt;
 &lt;br /&gt;
 ### Act 2&lt;br /&gt;
 &lt;br /&gt;
 1. Player climbs a steep rift/tower and sees &amp;quot;a way forward&amp;quot; alongside the wide-open skybox&lt;br /&gt;
 2. Meteorite impact reveals an underground cave&lt;br /&gt;
 99. Player ends on a plateau jumping into Dr. Asura&#039;s impact crater&lt;br /&gt;
 &lt;br /&gt;
 ### Act 3&lt;br /&gt;
 &lt;br /&gt;
 1. Boss Fight against Dr. Asura inside his impact crater&lt;br /&gt;
 2. Boss defeated =&amp;gt; Crystal altar reaches out of ground w/ portal teleported on top&lt;br /&gt;
 3. Portal leads to CCW&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== In &#039;&#039;Sentinels of Yuko&#039;&#039; ===&lt;br /&gt;
 # Stella Mountain Zone (Yuko)&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi, Victor &amp;quot;NotablyPrettyCrazy&amp;quot;&lt;br /&gt;
 **Mapper**: &amp;lt;TBD&amp;gt;&lt;br /&gt;
 **Canon**:  Yuko, Delfid (original)&lt;br /&gt;
 **Placement**: Late campaign&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 The Marble empire has spent most of it&#039;s history isolated from the rest of planet Weissblatt&#039;s continents. This is in no small part due to Stella Mountain, the mountain range located at the northern isthmus of the peninsula. It is believed by the Marble empire&#039;s astrologers that Stella Mountain reaches so far that all shooting stars in the sky eventually end up there.&lt;br /&gt;
 &lt;br /&gt;
 Although a mystery wanting to be solved, during the times of the Yuko wars this mountain range was still considered insurmountable. A few brave souls have attempted to conquer it, usually to never be heard from again. Shogun Yuko somehow managed to create a secret hideout somewhere on there where the ancient scrolls are probably located.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 It&#039;s concept is based on the Delfid canon&#039;s Stella Mountain Zone, although with a few notes regarding the Yuko canon:&lt;br /&gt;
 &lt;br /&gt;
 There&#039;s no civilization on here, so navigating Stella Mountain&#039;s unaltered natural landscape is a lot more dangerous -&amp;gt; we can make this version of Stella Mountain a lot harder.&lt;br /&gt;
 &lt;br /&gt;
 Regardless of whether we&#039;re doing so for Delfid, Stella Mountain&#039;s stratospheric height justifies some light space elements, such as low gravity sections&lt;br /&gt;
 &lt;br /&gt;
 ## Gameplay Ideas&lt;br /&gt;
 &lt;br /&gt;
 - Weather-based obstacles&lt;br /&gt;
 - No civilization yet =&amp;gt; Dangerous terrain&lt;br /&gt;
 &lt;br /&gt;
 ## Moments/Sequence&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 - Fight against Ganbaatar&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Stella_Mountain&amp;diff=190</id>
		<title>Stella Mountain</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Stella_Mountain&amp;diff=190"/>
		<updated>2025-09-05T19:36:25Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Location]]&lt;br /&gt;
[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stella Mountain&#039;&#039;&#039; is a mountain range on [[Planet Weissblatt]].&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
At some point during 1000 [[Planet Weissblatt#Weissblatt Calendar|WBC]], [[Shogun Yuko]] set up a secret hideout before the [[Siege on Cleron]].&lt;br /&gt;
&lt;br /&gt;
In 1999 [[Planet Weissblatt#Weissblatt Calendar|WBC]], [[Kleene Cognara]], [[Elise Cantor]] and [[Babel Memto]] were caught  in the crossfire of [[Fishbart Toyfeller|Dr. Roy Asura]] crash landing on Stella Mountain shortly after [[The Asura Incident (Scene)]].&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Concept ===&lt;br /&gt;
 # Stella Mountain Zone&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi &lt;br /&gt;
 **Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
 **Canon**: Delfid, Yuko (referenced)&lt;br /&gt;
 **Placement**: Phase 1&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 The Marble empire has spent most of it&#039;s history isolated from the rest of planet Weissblatt&#039;s continents. This is in no small part due to *Stella Mountain*, the mountain range located at the northern isthmus of the peninsula. Although nowadays navigable and a well-known tourist spot for it&#039;s beautiful landscapes, it is said that Stella Mountain reaches so far into the sky that it frequently catches incoming shooting stars. During the Asura incident, it happened to be the chosen vacation spot of Kleene Cognara, Elise Cantor and Babel Memto right as they crash landed alongside Dr. Asura following the destruction of Delfid.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 This zone has more or less been born out of it&#039;s assets. Think of it as a Green Hill archetype with large vertical scale under a starry sky as incoming shooting stars form craters on the ground.&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Piggy Tanks&lt;br /&gt;
 - Breakable walls&lt;br /&gt;
 - Hanging Ropes&lt;br /&gt;
 - Low-gravity sections&lt;br /&gt;
 &lt;br /&gt;
 ## Ideas/Goals&lt;br /&gt;
 &lt;br /&gt;
 - Act one as simple introduction to the mechanics&lt;br /&gt;
 - Ascending geometry&lt;br /&gt;
   - non-punishing&lt;br /&gt;
   - mountain climb&lt;br /&gt;
 - Serpentine-like structure&lt;br /&gt;
 - Hidden cave w/ Equinox mural at the wall&lt;br /&gt;
 - (Meteorite impact =&amp;gt; Craters in the ground)&lt;br /&gt;
 &lt;br /&gt;
 ## Moments/Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Act 1&lt;br /&gt;
 &lt;br /&gt;
 1. Player starts on a crystal altar on an open field&lt;br /&gt;
 2. Player explores the environment and finds &amp;lt;++&amp;gt;&lt;br /&gt;
 x. Player encounters a plateau with a giant turnip&lt;br /&gt;
 &lt;br /&gt;
 ### Act 2&lt;br /&gt;
 &lt;br /&gt;
 1. Player climbs a steep rift/tower and sees &amp;quot;a way forward&amp;quot; alongside the wide-open skybox&lt;br /&gt;
 2. Meteorite impact reveals an underground cave&lt;br /&gt;
 99. Player ends on a plateau jumping into Dr. Asura&#039;s impact crater&lt;br /&gt;
 &lt;br /&gt;
 ### Act 3&lt;br /&gt;
 &lt;br /&gt;
 1. Boss Fight against Dr. Asura inside his impact crater&lt;br /&gt;
 2. Boss defeated =&amp;gt; Crystal altar reaches out of ground w/ portal teleported on top&lt;br /&gt;
 3. Portal leads to CCW&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== In &#039;&#039;Sentinels of Yuko&#039;&#039; ===&lt;br /&gt;
 # Stella Mountain Zone (Yuko)&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi, Victor &amp;quot;NotablyPrettyCrazy&amp;quot;&lt;br /&gt;
 **Mapper**: &amp;lt;TBD&amp;gt;&lt;br /&gt;
 **Canon**:  Yuko, Delfid (original)&lt;br /&gt;
 **Placement**: Late campaign&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 The Marble empire has spent most of it&#039;s history isolated from the rest of planet Weissblatt&#039;s continents. This is in no small part due to Stella Mountain, the mountain range located at the northern isthmus of the peninsula. It is believed by the Marble empire&#039;s astrologers that Stella Mountain reaches so far that all shooting stars in the sky eventually end up there.&lt;br /&gt;
 &lt;br /&gt;
 Although a mystery wanting to be solved, during the times of the Yuko wars this mountain range was still considered insurmountable. A few brave souls have attempted to conquer it, usually to never be heard from again. Shogun Yuko somehow managed to create a secret hideout somewhere on there where the ancient scrolls are probably located.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 It&#039;s concept is based on the Delfid canon&#039;s Stella Mountain Zone, although with a few notes regarding the Yuko canon:&lt;br /&gt;
 &lt;br /&gt;
 There&#039;s no civilization on here, so navigating Stella Mountain&#039;s unaltered natural landscape is a lot more dangerous -&amp;gt; we can make this version of Stella Mountain a lot harder.&lt;br /&gt;
 &lt;br /&gt;
 Regardless of whether we&#039;re doing so for Delfid, Stella Mountain&#039;s stratospheric height justifies some light space elements, such as low gravity sections&lt;br /&gt;
 &lt;br /&gt;
 ## Gameplay Ideas&lt;br /&gt;
 &lt;br /&gt;
 - Weather-based obstacles&lt;br /&gt;
 - No civilization yet =&amp;gt; Dangerous terrain&lt;br /&gt;
 &lt;br /&gt;
 ## Moments/Sequence&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 - Fight against Ganbaatar&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=189</id>
		<title>Equinox Gate</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=189"/>
		<updated>2025-09-05T19:33:04Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept draft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equinox Gate&#039;&#039; is a volcano featuring a launch base built by [[Dr. Asura]]. The name is derived from it&#039;s launch base, which requires the Enlightenment Crystal to be placed inside it to function during the &#039;&#039;Equinox&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Concept draft ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Equinox Gate Zone&lt;br /&gt;
&lt;br /&gt;
**Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
**Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
**Canon**: Delfid&lt;br /&gt;
**Placement**: Phase 2&lt;br /&gt;
&lt;br /&gt;
## Lore&lt;br /&gt;
&lt;br /&gt;
Hidden inside a volcano, Dr. Asura prepared a launch base for the *Equinox*, &lt;br /&gt;
a rare alignment of Weissblatt&#039;s six moons that allows him to utilize the&lt;br /&gt;
Chakra Shards&#039; magic for his own purposes.&lt;br /&gt;
&lt;br /&gt;
After the player defeats Patsy Toyfeller during the campaign, MARA steals&lt;br /&gt;
the contract to Patsy&#039;s soul to lure them into here and use the Chakra&lt;br /&gt;
Shards to fuse Weissblatt with the underworld.&lt;br /&gt;
&lt;br /&gt;
## Author&#039;s Notes&lt;br /&gt;
&lt;br /&gt;
It&#039;s a magic tech launch base inside of a volcano. May contain traces of a&lt;br /&gt;
race against MARA, although the difficult parts should be reserved for&lt;br /&gt;
*The Underworld*. The second stage of this is intended to be the boss fight&lt;br /&gt;
against MARA, with an optional retreat of theirs into the underworld,&lt;br /&gt;
should the player have collected all seven Chakra Shards up to this point.&lt;br /&gt;
&lt;br /&gt;
## Themes/Aesthetics&lt;br /&gt;
&lt;br /&gt;
- Volcano&lt;br /&gt;
- Launch base/Sci-fi&lt;br /&gt;
- Slight dashes of tropical&lt;br /&gt;
- Hectic/Hasty gameplay&lt;br /&gt;
- Downward spiral/descent into crater&lt;br /&gt;
&lt;br /&gt;
## Elements&lt;br /&gt;
&lt;br /&gt;
- Lasers&lt;br /&gt;
- Moving bridges&lt;br /&gt;
- Lava&lt;br /&gt;
  - Pools&lt;br /&gt;
  - Falls&lt;br /&gt;
- Fans/Wind tunnels&lt;br /&gt;
&lt;br /&gt;
## Ideas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Sequence&lt;br /&gt;
&lt;br /&gt;
0. &amp;lt;++&amp;gt;&lt;br /&gt;
&lt;br /&gt;
## Act 2&lt;br /&gt;
&lt;br /&gt;
1. Boss fight against MARA&lt;br /&gt;
2a. (If NOT all Chakra Shards)&lt;br /&gt;
   1. Bridge raises&lt;br /&gt;
   2. player exit&lt;br /&gt;
   3. Game end&lt;br /&gt;
2b. (If all Chakra Shards)&lt;br /&gt;
   1. Volcano revealed to be a trap&lt;br /&gt;
   2. Glenz reactor activates -&amp;gt; Portal to underworld appears&lt;br /&gt;
   3. Player jumps into portal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Zone 1 ===&lt;br /&gt;
In zone 1, the player chases [[MARA]] across the volcano, first from the outside then from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Zone 2 ===&lt;br /&gt;
[[File:Glenz-reactor-concept.png|thumb|Concept art for Equinox Gate 2 titled &amp;quot;The Glenz reactor&amp;quot;]]&lt;br /&gt;
Zone 2 starts where Zone 1 left off and the player is locked inside the capsule to fight MARA.&lt;br /&gt;
&lt;br /&gt;
After MARA is defeated, the entire arena is lifted downwards to reveal a laboratory underneath. Following a tunnel reveals a reactor-like structure featurng a pitch black portal overgrown with brambles, leading the player into [[The Underworld]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=188</id>
		<title>The Underworld</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=188"/>
		<updated>2025-08-05T22:23:05Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Underworld&#039;&#039;&#039; is the domain of Demons .&lt;br /&gt;
= Zones =&lt;br /&gt;
 # The Underworld&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
 **Mapper**: NONE  &lt;br /&gt;
 **Canon**: Delfid  &lt;br /&gt;
 **Placement**: Phase 3 (race against MARA &amp;amp; final boss)&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 After being chased and confronted by our heroes, Mara pulls them into the underworld where it is uncovered that Mara has been possessed by none other&lt;br /&gt;
 than the king of demons himself. These winding, non-euclidean caves being&lt;br /&gt;
 the home domain of the demons, their absurd, alien structure appears&lt;br /&gt;
 inherently hostile to any non-demonic visitors.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 May contain traces of *Crystal Clockworld*, if we end up making that one.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 - Abstract shapes&lt;br /&gt;
 - Optical illusion and disorientation&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 - Roses &amp;amp; Brambles&lt;br /&gt;
 - Gothic influences&lt;br /&gt;
 - &amp;quot;Eclipse&amp;quot; from Berserk&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Frequent scenery change (UW99)&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 1. MARA dances akin to Shiva to mock the player&lt;br /&gt;
 2. Race against MARA starts&lt;br /&gt;
 x. &amp;lt;++&amp;gt;&lt;br /&gt;
 99. Race ends on UW66 platform&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 1. Intro sequence&lt;br /&gt;
    a. Player starts inside giant rosebud&lt;br /&gt;
    b. MARA is released from his puppet (jumps up and explodes)&lt;br /&gt;
    c. Outer rose petals fall away, revealing a wide cave made of soul plants w/ the re-assembled Enlightenment Crystal in the background&lt;br /&gt;
    d. Inner rosebud opens, revealing KOTU&lt;br /&gt;
 2. Boss fight against KOTU&lt;br /&gt;
 3. After KOTU is defeated, music cuts out and a crystal altar reaches out of the ground&lt;br /&gt;
 4. Player climbs the altar and a rumble followed by a white flash lead into the ending cutscene&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Underworld 99 ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Underworld 99&#039;&#039;&#039;, the player chases [[Shtayn|MARA]] through an interdimensional passage.&lt;br /&gt;
== Underworld 66 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underworld 66&#039;&#039;&#039; pits the player against the campaign&#039;s final boss [[Shtayn|KOTU]].&lt;br /&gt;
== Infinite Pathway==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Pathway&#039;&#039;&#039; is the 8th special stage in [[The Asura Incident]].&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=187</id>
		<title>The Underworld</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=The_Underworld&amp;diff=187"/>
		<updated>2025-08-05T22:21:08Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Zones */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Underworld&#039;&#039;&#039; is the domain of Demons .&lt;br /&gt;
= Zones =&lt;br /&gt;
 # The Underworld&lt;br /&gt;
 &lt;br /&gt;
 **Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
 **Mapper**: NONE  &lt;br /&gt;
 **Canon**: Delfid  &lt;br /&gt;
 **Placement**: Phase 3 (race against MARA &amp;amp; final boss)&lt;br /&gt;
 &lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 After being chased and confronted by our heroes, Mara pulls them into the underworld where it is uncovered that Mara has been possessed by none other&lt;br /&gt;
 than the king of demons himself. These winding, non-euclidean caves being&lt;br /&gt;
 the home domain of the demons, their absurd, alien structure appears&lt;br /&gt;
 inherently hostile to any non-demonic visitors.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 May contain traces of *Crystal Clockworld*, if we end up making that one.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 - Abstract shapes&lt;br /&gt;
 - Optical illusion and disorientation&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 - Roses &amp;amp; Brambles&lt;br /&gt;
 - Gothic influences&lt;br /&gt;
 - &amp;quot;Eclipse&amp;quot; from Berserk&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Frequent scenery change (UW99)&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 99&lt;br /&gt;
 &lt;br /&gt;
 1. MARA dances akin to Shiva to mock the player&lt;br /&gt;
 2. Race against MARA starts&lt;br /&gt;
 x. &amp;lt;++&amp;gt;&lt;br /&gt;
 99. Race ends on UW66 platform&lt;br /&gt;
 &lt;br /&gt;
 ### Underworld 66&lt;br /&gt;
 &lt;br /&gt;
 1. Intro sequence&lt;br /&gt;
    a. Player starts on top of rosebud&lt;br /&gt;
    b. MARA is released from his puppet (jumps up and explodes)&lt;br /&gt;
    c. Outer rose petals fall away, revealing a wide cave made of soul plants&lt;br /&gt;
    d. Inner rosebud opens, revealing KOTU&lt;br /&gt;
 2. Boss fight against KOTU&lt;br /&gt;
 3. After KOTU is defeated, music cuts out and a crystal altar reaches out of the ground&lt;br /&gt;
 4. Player climbs the altar and a rumble followed by a white flash lead into the ending cutscene&lt;br /&gt;
  &lt;br /&gt;
&lt;br /&gt;
== Underworld 99 ==&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Underworld 99&#039;&#039;&#039;, the player chases [[Shtayn|MARA]] through an interdimensional passage.&lt;br /&gt;
== Underworld 66 ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Underworld 66&#039;&#039;&#039; pits the player against the campaign&#039;s final boss [[Shtayn|KOTU]].&lt;br /&gt;
== Infinite Pathway==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infinite Pathway&#039;&#039;&#039; is the 8th special stage in [[The Asura Incident]].&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=186</id>
		<title>Equinox Gate</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Equinox_Gate&amp;diff=186"/>
		<updated>2025-08-05T22:05:09Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Concept draft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Equinox Gate&#039;&#039; is a volcano featuring a launch base built by [[Dr. Asura]]. The name is derived from it&#039;s launch base, which requires the Enlightenment Crystal to be placed inside it to function during the &#039;&#039;Equinox&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
== Concept draft ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Equinox Gate Zone&lt;br /&gt;
&lt;br /&gt;
**Author**: Zibon &amp;quot;PixL&amp;quot; Badi  &lt;br /&gt;
**Mapper**: \&amp;lt;NONE\&amp;gt;  &lt;br /&gt;
**Canon**: Delfid&lt;br /&gt;
**Placement**: Phase 2&lt;br /&gt;
&lt;br /&gt;
## Lore&lt;br /&gt;
&lt;br /&gt;
Hidden inside a volcano, Dr. Asura prepared a launch base for the *Equinox*, &lt;br /&gt;
a rare alignment of Weissblatt&#039;s six moons that allows him to utilize the&lt;br /&gt;
Chakra Shards&#039; magic for his own purposes.&lt;br /&gt;
&lt;br /&gt;
After the player defeats Patsy Toyfeller during the campaign, MARA steals&lt;br /&gt;
the contract to Patsy&#039;s soul to lure them into here and use the Chakra&lt;br /&gt;
Shards to fuse Weissblatt with the underworld.&lt;br /&gt;
&lt;br /&gt;
## Author&#039;s Notes&lt;br /&gt;
&lt;br /&gt;
It&#039;s a magic tech launch base inside of a volcano. May contain traces of a&lt;br /&gt;
race against MARA, although the difficult parts should be reserved for&lt;br /&gt;
*The Underworld*. The second stage of this is intended to be the boss fight&lt;br /&gt;
against MARA, with an optional retreat of theirs into the underworld,&lt;br /&gt;
should the player have collected all seven Chakra Shards up to this point.&lt;br /&gt;
&lt;br /&gt;
## Themes/Aesthetics&lt;br /&gt;
&lt;br /&gt;
- Volcano&lt;br /&gt;
- Launch base/Sci-fi&lt;br /&gt;
- Slight dashes of tropical&lt;br /&gt;
- Hectic/Hasty gameplay&lt;br /&gt;
&lt;br /&gt;
## Elements&lt;br /&gt;
&lt;br /&gt;
- Lasers&lt;br /&gt;
- Moving bridges&lt;br /&gt;
- Lava&lt;br /&gt;
  - Pools&lt;br /&gt;
  - Falls&lt;br /&gt;
  - &lt;br /&gt;
- Fans/Wind tunnels&lt;br /&gt;
&lt;br /&gt;
## Ideas&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
## Sequence&lt;br /&gt;
&lt;br /&gt;
0. &amp;lt;++&amp;gt;&lt;br /&gt;
&lt;br /&gt;
## Act 2&lt;br /&gt;
&lt;br /&gt;
1. Boss fight against MARA&lt;br /&gt;
2a. (If NOT all Chakra Shards)&lt;br /&gt;
   1. Bridge raises&lt;br /&gt;
   2. player exit&lt;br /&gt;
   3. Game end&lt;br /&gt;
2b. (If all Chakra Shards)&lt;br /&gt;
   1. Volcano revealed to be a trap&lt;br /&gt;
   2. Glenz reactor activates -&amp;gt; Portal to underworld appears&lt;br /&gt;
   3. Player jumps into portal&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== In &#039;&#039;The Asura Incident&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== Zone 1 ===&lt;br /&gt;
In zone 1, the player chases [[MARA]] across the volcano, first from the outside then from the inside.&lt;br /&gt;
&lt;br /&gt;
=== Zone 2 ===&lt;br /&gt;
[[File:Glenz-reactor-concept.png|thumb|Concept art for Equinox Gate 2 titled &amp;quot;The Glenz reactor&amp;quot;]]&lt;br /&gt;
Zone 2 starts where Zone 1 left off and the player is locked inside the capsule to fight MARA.&lt;br /&gt;
&lt;br /&gt;
After MARA is defeated, the entire arena is lifted downwards to reveal a laboratory underneath. Following a tunnel reveals a reactor-like structure featurng a pitch black portal overgrown with brambles, leading the player into [[The Underworld]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Desert_Pit_Zone&amp;diff=185</id>
		<title>Desert Pit Zone</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Desert_Pit_Zone&amp;diff=185"/>
		<updated>2025-08-05T22:04:53Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* In The Asura Incident */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
{{Infobox fictional location}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Desert Pit Zone&#039;&#039; is a playable level in [[The Asura Incident]]. It is set in an unnamed desert filled with circus built by [[Patsy Toyfeller]].&lt;br /&gt;
&lt;br /&gt;
== In The Asura Incident ==&lt;br /&gt;
 ## Themes/Aesthetics&lt;br /&gt;
 &lt;br /&gt;
 - Desert (Outback?)&lt;br /&gt;
 - Circus&lt;br /&gt;
 - Launch base/Sci-fi&lt;br /&gt;
 - Slight dashes of tropical&lt;br /&gt;
 - Hectic/Hasty gameplay&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 - Roc birds&lt;br /&gt;
 - 8 Balls&lt;br /&gt;
 - Ring swings&lt;br /&gt;
 - Explosives (TNT)&lt;br /&gt;
 &lt;br /&gt;
 ## Ideas&lt;br /&gt;
 &lt;br /&gt;
 ### Act 1&lt;br /&gt;
 &lt;br /&gt;
 - *Heat zones* - avoid the sunlight&lt;br /&gt;
 &lt;br /&gt;
 ### Act 2&lt;br /&gt;
 &lt;br /&gt;
 - Tight ropes&lt;br /&gt;
 - Trampolines&lt;br /&gt;
 - Ring swinging&lt;br /&gt;
 &lt;br /&gt;
 ### Act 3&lt;br /&gt;
 &lt;br /&gt;
 TRAIIINS!&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ### Act 1&lt;br /&gt;
 &lt;br /&gt;
 1. Player starts in cave with a partly-shaded path outside&lt;br /&gt;
 2. Player touches outside ground -&amp;gt; gets hurt -&amp;gt; avoid sunlight&lt;br /&gt;
 99. Player arrives at circus tent&lt;br /&gt;
 &lt;br /&gt;
 ### Act 2&lt;br /&gt;
 &lt;br /&gt;
 0. &amp;lt;++&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ### Act 3&lt;br /&gt;
 &lt;br /&gt;
 1. Player fights Patsy&lt;br /&gt;
 2. MARA attacks beaten-down Patsy and dashes away&lt;br /&gt;
 3. Level End&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
=== Act 1 ===&lt;br /&gt;
In act one, the player is mostly confronted with the hostility of the desert. Staying in the sun will drain the player&#039;s health.&lt;br /&gt;
&lt;br /&gt;
=== Act 2 ===&lt;br /&gt;
Act two continues the desert theme, but introduces the player to disjointed elements of a circus.&lt;br /&gt;
&lt;br /&gt;
=== Act 3 ===&lt;br /&gt;
Act three consists of the player discovering a deranged Patsy, who engages them in a boss fight on his self-built circus train.&lt;br /&gt;
&lt;br /&gt;
Once Patsy is defeated, he lays down broken and weak while [[MARA]] appears and snatches the contract to Patsy&#039;s soul, leading the player towards chasing MARA through [[Equinox Gate]].&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=184</id>
		<title>Toyfeller Corp</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=184"/>
		<updated>2025-08-05T21:54:31Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Toyfeller Park */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Corp.&#039;&#039; is the largest toy manufacturer on [[Planet Weissblatt]], founded by [[Fishbart Toyfeller|Dr. Fishbart Toyfeller]] and [[Patsy Toyfeller]].&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Freshly after having graduated with a PhD in economics in 1977 WBC, [[Fishbart Toyfeller]] saw the career struggles of his quirky, but inventive brother [[Patsy Toyfeller]] and decided to jointly found Toyfeller Corp as a family business to keep the brothers afloat. After a breakthrough success fueled by Patsy&#039;s unique toy designs and a well-adjusted business strategy, Fishbart expanded the business by founding Toyfeller Park, a factory park which allowed Toyfeller Corp to mass-produce new toys on at rapid pace, which Patsy begrudgingly complied with despite creative concerns.&lt;br /&gt;
&lt;br /&gt;
Between 1984 and 1992 WBC, sales of Toyfeller Corp.&#039;s toys steadily declined due to ever-more prominent quality control issues. To address these problems as well as save on labor and operation costs, Fishbart directed Patsy to develop a system by which manufacturing and development of toys could eventually be handled entirely autonomously by the resident toys located at Toyfeller Park. Soon after the project was completed in 1997 WBC, Patsy silently disappeared.&lt;br /&gt;
&lt;br /&gt;
= Toyfeller Park =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Park&#039;&#039; is a playable level in [[The Asura Incident]], set in the eponymous main factory of Toyfeller Corp.&lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 What may look like a theme park wrapped around itself is in fact, the main&lt;br /&gt;
 factory of the largest toy maker on Weissblatt. Perhaps it&#039;s because of&lt;br /&gt;
 this, that Dr. Asura&#039;s demons like to take control of toys, as Toyfeller&lt;br /&gt;
 discovered a way to make their toys develop and run their plants&lt;br /&gt;
 autonomously. Due to this however, the park slowly evolved into a&lt;br /&gt;
 disjointed mess of toy logic and it may not just be demons to beware of&lt;br /&gt;
 here.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 This is our industrial/lab zone, with some topsy-turvy toy bizarreness&lt;br /&gt;
 thrown in for playfulness.&lt;br /&gt;
 &lt;br /&gt;
 For theming reasons, feel free to use some of the weirder mechanics like&lt;br /&gt;
 bouncing, goop, gravflip, etc. in more puzzling ways here.&lt;br /&gt;
 &lt;br /&gt;
 For plot reasons, also feel free to make this one of the harder zones and&lt;br /&gt;
 sequence it towards the end of the nonlinear act&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 - Toy-like silliness&lt;br /&gt;
 - Industrial machinery&lt;br /&gt;
 - &amp;quot;Bouncy and zaney&amp;quot; gameplay&lt;br /&gt;
   - Lots of airborne gameplay&lt;br /&gt;
   - Unpredictable physics&lt;br /&gt;
   - Require the player adapt quickly&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 ### Toy&lt;br /&gt;
 &lt;br /&gt;
 - Jelly floors/walls&lt;br /&gt;
 - Lots and lots of springs&lt;br /&gt;
 - Rollercoaster&lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Goop fluids&lt;br /&gt;
 - Stepping on LEGO (it hurts)&lt;br /&gt;
 - Crazy Stars&lt;br /&gt;
 - 8 Ball riding&lt;br /&gt;
 &lt;br /&gt;
 ### Industrial&lt;br /&gt;
 &lt;br /&gt;
 - Crushers (Horizontal &amp;amp; Vertical)&lt;br /&gt;
 - Pistons (maybe for bouncy jumps)&lt;br /&gt;
 - Steam vents &amp;amp; Pipes&lt;br /&gt;
 - Acid pools&lt;br /&gt;
 - Fans/Wind tunnels&lt;br /&gt;
 - Conveyors&lt;br /&gt;
 &lt;br /&gt;
 ## Ideas&lt;br /&gt;
 &lt;br /&gt;
 - Rollercoaster takes player across the map and introduces sections&lt;br /&gt;
 - Jumping off a jelly pool at different heights&lt;br /&gt;
 - Diving down a goop pool to different levels&lt;br /&gt;
 - Show off INFOWAL1&lt;br /&gt;
 - Red carpet of LEGO&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ## Act 1&lt;br /&gt;
 &lt;br /&gt;
 1. Player enters on a rollercoaster taking them across the park&lt;br /&gt;
 2. Rollercoaster ride ends throwing the player into a goop pool&lt;br /&gt;
 3. Player finds themself in front of the factory complex, but the door is closed and front is paved with LEGO&lt;br /&gt;
 4. Player jumps into the goop pool and dives underneath&lt;br /&gt;
 5. Player encounters a Crazy Star, which likely explodes on a nearby &amp;lt;++&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 - Player jumps off a piston to increase a jelly bounce and reach &amp;lt;++&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ## Act 2&lt;br /&gt;
 &lt;br /&gt;
 - gravflip&lt;br /&gt;
 - passing INFOWAL1&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=183</id>
		<title>Toyfeller Corp</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=183"/>
		<updated>2025-08-05T21:43:21Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Toyfeller Park */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Corp.&#039;&#039; is the largest toy manufacturer on [[Planet Weissblatt]], founded by [[Fishbart Toyfeller|Dr. Fishbart Toyfeller]] and [[Patsy Toyfeller]].&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Freshly after having graduated with a PhD in economics in 1977 WBC, [[Fishbart Toyfeller]] saw the career struggles of his quirky, but inventive brother [[Patsy Toyfeller]] and decided to jointly found Toyfeller Corp as a family business to keep the brothers afloat. After a breakthrough success fueled by Patsy&#039;s unique toy designs and a well-adjusted business strategy, Fishbart expanded the business by founding Toyfeller Park, a factory park which allowed Toyfeller Corp to mass-produce new toys on at rapid pace, which Patsy begrudgingly complied with despite creative concerns.&lt;br /&gt;
&lt;br /&gt;
Between 1984 and 1992 WBC, sales of Toyfeller Corp.&#039;s toys steadily declined due to ever-more prominent quality control issues. To address these problems as well as save on labor and operation costs, Fishbart directed Patsy to develop a system by which manufacturing and development of toys could eventually be handled entirely autonomously by the resident toys located at Toyfeller Park. Soon after the project was completed in 1997 WBC, Patsy silently disappeared.&lt;br /&gt;
&lt;br /&gt;
= Toyfeller Park =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Park&#039;&#039; is a playable level in [[The Asura Incident]], set in the eponymous main factory of Toyfeller Corp.&lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 What may look like a theme park wrapped around itself is in fact, the main&lt;br /&gt;
 factory of the largest toy maker on Weissblatt. Perhaps it&#039;s because of&lt;br /&gt;
 this, that Dr. Asura&#039;s demons like to take control of toys, as Toyfeller&lt;br /&gt;
 discovered a way to make their toys develop and run their plants&lt;br /&gt;
 autonomously. Due to this however, the park slowly evolved into a&lt;br /&gt;
 disjointed mess of toy logic and it may not just be demons to beware of&lt;br /&gt;
 here.&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 This is our industrial/lab zone, with some topsy-turvy toy bizarreness&lt;br /&gt;
 thrown in for playfulness.&lt;br /&gt;
 &lt;br /&gt;
 For theming reasons, feel free to use some of the weirder mechanics like&lt;br /&gt;
 bouncing, goop, gravflip, etc. in more puzzling ways here.&lt;br /&gt;
 &lt;br /&gt;
 For plot reasons, also feel free to make this one of the harder zones and&lt;br /&gt;
 sequence it towards the end of the nonlinear act&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 ## Themes/Aesthetics/Goals&lt;br /&gt;
 &lt;br /&gt;
 - Toy-like silliness&lt;br /&gt;
 - Industrial machinery&lt;br /&gt;
 - &amp;quot;Bouncy and zaney&amp;quot; gameplay&lt;br /&gt;
   - Lots of airborne gameplay&lt;br /&gt;
   - Unpredictable physics&lt;br /&gt;
   - Require the player adapt quickly&lt;br /&gt;
 &lt;br /&gt;
 ## Elements&lt;br /&gt;
 &lt;br /&gt;
 ### Toy&lt;br /&gt;
 &lt;br /&gt;
 - Jelly floors/walls&lt;br /&gt;
 - Lots and lots of springs&lt;br /&gt;
 - Rollercoaster&lt;br /&gt;
 - Gravflip&lt;br /&gt;
 - Goop fluids&lt;br /&gt;
 - Stepping on LEGO (it hurts)&lt;br /&gt;
 - Crazy Stars&lt;br /&gt;
 &lt;br /&gt;
 ### Industrial&lt;br /&gt;
 &lt;br /&gt;
 - Crushers (Horizontal &amp;amp; Vertical)&lt;br /&gt;
 - Pistons (maybe for bouncy jumps)&lt;br /&gt;
 - Steam vents &amp;amp; Pipes&lt;br /&gt;
 - Acid pools&lt;br /&gt;
 - Fans/Wind tunnels&lt;br /&gt;
 - Conveyors&lt;br /&gt;
 &lt;br /&gt;
 ## Ideas&lt;br /&gt;
 &lt;br /&gt;
 - Rollercoaster takes player across the map and introduces sections&lt;br /&gt;
 - Jumping off a jelly pool at different heights&lt;br /&gt;
 - Diving down a goop pool to different levels&lt;br /&gt;
 - Show off INFOWAL1&lt;br /&gt;
 - Red carpet of LEGO&lt;br /&gt;
 &lt;br /&gt;
 ## Sequence&lt;br /&gt;
 &lt;br /&gt;
 ## Act 1&lt;br /&gt;
 &lt;br /&gt;
 1. Player enters on a rollercoaster taking them across the park&lt;br /&gt;
 2. Rollercoaster ride ends throwing the player into a goop pool&lt;br /&gt;
 3. Player finds themself in front of the factory complex, but the door is closed and front is paved with LEGO&lt;br /&gt;
 4. Player jumps into the goop pool and dives underneath&lt;br /&gt;
 5. Player encounters a Crazy Star, which likely explodes on a nearby &amp;lt;++&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 - Player jumps off a piston to increase a jelly bounce and reach &amp;lt;++&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ## Act 2&lt;br /&gt;
 &lt;br /&gt;
 - gravflip&lt;br /&gt;
 - passing INFOWAL1&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
	<entry>
		<id>http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=182</id>
		<title>Toyfeller Corp</title>
		<link rel="alternate" type="text/html" href="http://wiki.weissblatt.cc/index.php?title=Toyfeller_Corp&amp;diff=182"/>
		<updated>2025-08-05T20:31:47Z</updated>

		<summary type="html">&lt;p&gt;Nyamoru: /* Convert Toyfeller Park concept back to draft form */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:The Asura Incident]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Corp.&#039;&#039; is the largest toy manufacturer on [[Planet Weissblatt]], founded by [[Fishbart Toyfeller|Dr. Fishbart Toyfeller]] and [[Patsy Toyfeller]].&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
Freshly after having graduated with a PhD in economics in 1977 WBC, [[Fishbart Toyfeller]] saw the career struggles of his quirky, but inventive brother [[Patsy Toyfeller]] and decided to jointly found Toyfeller Corp as a family business to keep the brothers afloat. After a breakthrough success fueled by Patsy&#039;s unique toy designs and a well-adjusted business strategy, Fishbart expanded the business by founding Toyfeller Park, a factory park which allowed Toyfeller Corp to mass-produce new toys on at rapid pace, which Patsy begrudgingly complied with despite creative concerns.&lt;br /&gt;
&lt;br /&gt;
Between 1984 and 1992 WBC, sales of Toyfeller Corp.&#039;s toys steadily declined due to ever-more prominent quality control issues. To address these problems as well as save on labor and operation costs, Fishbart directed Patsy to develop a system by which manufacturing and development of toys could eventually be handled entirely autonomously by the resident toys located at Toyfeller Park. Soon after the project was completed in 1997 WBC, Patsy silently disappeared.&lt;br /&gt;
&lt;br /&gt;
= Toyfeller Park =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Toyfeller Park&#039;&#039; is a playable level in [[The Asura Incident]], set in the eponymous main factory of Toyfeller Corp.&lt;br /&gt;
 ## Lore&lt;br /&gt;
 &lt;br /&gt;
 What may look like a theme park wrapped around itself is in fact, the main&lt;br /&gt;
 factory of the largest toy maker on Weissblatt. Perhaps it&#039;s because of&lt;br /&gt;
 this, that Dr. Asura&#039;s demons like to take control of toys, as Toyfeller&lt;br /&gt;
 discovered a way to make their toys develop and run their plants&lt;br /&gt;
 autonomously. Due to this however, the park slowly evolved into a&lt;br /&gt;
 disjointed mess of toy logic and it may not just be demons to beware of&lt;br /&gt;
 here.&lt;br /&gt;
 &lt;br /&gt;
 ## Author&#039;s Notes&lt;br /&gt;
 &lt;br /&gt;
 This is our industrial/lab zone, with some topsy-turvy toy bizarreness&lt;br /&gt;
 thrown in for playfulness.&lt;br /&gt;
 &lt;br /&gt;
 For theming reasons, feel free to use some of the weirder mechanics like&lt;br /&gt;
 bouncing, goop, gravflip, etc. in more puzzling ways here.&lt;br /&gt;
 &lt;br /&gt;
 For plot reasons, also feel free to make this one of the harder zones and&lt;br /&gt;
 sequence it towards the end of the nonlinear act&lt;/div&gt;</summary>
		<author><name>Nyamoru</name></author>
	</entry>
</feed>